- 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:
Christoph Oelckers 2018-06-13 15:53:56 +02:00
commit ce50b0e46b
49 changed files with 283 additions and 259 deletions

View file

@ -93,8 +93,6 @@ void PostProcessShaderInstance::Run()
UpdateUniforms();
BindTextures();
mInputTexture.Set(0);
GLRenderer->RenderScreenQuad();
glActiveTexture(GL_TEXTURE0);