- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
This commit is contained in:
parent
59827cd601
commit
ce50b0e46b
49 changed files with 283 additions and 259 deletions
|
|
@ -93,8 +93,6 @@ void PostProcessShaderInstance::Run()
|
|||
UpdateUniforms();
|
||||
BindTextures();
|
||||
|
||||
mInputTexture.Set(0);
|
||||
|
||||
GLRenderer->RenderScreenQuad();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue