- change ShaderUniforms so that it just contains the uniform block and not the binding point
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49073489e5
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13 changed files with 59 additions and 41 deletions
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@ -35,7 +35,8 @@ void FShadowMapShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/shadowmap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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Uniforms.Init(mShader);
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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Uniforms.Init();
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}
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mShader.Bind();
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}
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