- change ShaderUniforms so that it just contains the uniform block and not the binding point

This commit is contained in:
Magnus Norddahl 2018-06-11 22:33:55 +02:00
commit 9155b773cc
13 changed files with 59 additions and 41 deletions

View file

@ -35,7 +35,8 @@ void FShadowMapShader::Bind()
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/shadowmap");
mShader.SetAttribLocation(0, "PositionInProjection");
Uniforms.Init(mShader);
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
Uniforms.Init();
}
mShader.Bind();
}