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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-03 19:47:46 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-03 19:48:31 +0000 |
commit | c3eea71370eb94cff1fd96185458643fab6eb2c5 (patch) | |
tree | cb331dd81d9cb36d69e1b659353796ec170a78e4 /ui/sceneRenderer.cpp | |
parent | Rename Shader to SceneShader (diff) | |
download | ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.bz2 ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.xz ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.zip |
Restructure how shaders are worked with
Needs a tidy-up
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r-- | ui/sceneRenderer.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp index 5e03704..6e75dec 100644 --- a/ui/sceneRenderer.cpp +++ b/ui/sceneRenderer.cpp @@ -10,7 +10,7 @@ static constexpr std::array<glm::vec4, 4> displayVAOdata {{ {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, -1.0f, 1.0f, 0.0f}, }}; -SceneRenderer::SceneRenderer(glm::ivec2 size) : lighting {lightingShader_vs.compile(), lightingShader_fs.compile()} +SceneRenderer::SceneRenderer(glm::ivec2 size) : lighting {lightingShader_vs, lightingShader_fs} { glBindVertexArray(displayVAO); glBindBuffer(GL_ARRAY_BUFFER, displayVBO); @@ -60,7 +60,6 @@ SceneRenderer::render(std::function<void()> content) const // Lighting pass glDisable(GL_BLEND); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(lighting.m_program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gPosition); glActiveTexture(GL_TEXTURE1); @@ -68,6 +67,7 @@ SceneRenderer::render(std::function<void()> content) const glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); // TODO Configure lights + lighting.use(); glBindVertexArray(displayVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); |