Remove unneeded shaders/wrong assignements.
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2d921ca588
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@ -1510,8 +1510,6 @@ namespace MeshShader
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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void RSMShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &ModelMatrix, unsigned TU_tex)
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@ -2339,8 +2337,6 @@ namespace FullScreenShader
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uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
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uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
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vao = createVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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void RadianceHintsConstructionShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ctex, unsigned TU_ntex, unsigned TU_dtex)
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@ -2507,29 +2503,6 @@ namespace FullScreenShader
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vao = createVAO(Program);
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}
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GLuint ShadowGenShader::Program;
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GLuint ShadowGenShader::uniform_halft;
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GLuint ShadowGenShader::uniform_quarter;
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GLuint ShadowGenShader::uniform_height;
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GLuint ShadowGenShader::vao;
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void ShadowGenShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/shadowgen.frag").c_str());
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uniform_halft = glGetUniformLocation(Program, "halft");
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uniform_quarter = glGetUniformLocation(Program, "quarter");
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uniform_height = glGetUniformLocation(Program, "height");
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vao = createVAO(Program);
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}
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void ShadowGenShader::setUniforms(GLuint TU_halft, GLuint TU_quarter, GLuint TU_height)
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{
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glUniform1i(uniform_halft, TU_halft);
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glUniform1i(uniform_quarter, TU_quarter);
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glUniform1i(uniform_height, TU_height);
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}
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GLuint PassThroughShader::Program;
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GLuint PassThroughShader::uniform_texture;
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GLuint PassThroughShader::vao;
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@ -701,39 +701,6 @@ public:
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static void init();
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};
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class PenumbraHShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_tex, uniform_pixel;
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static GLuint vao;
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static void init();
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static void setUniforms(const core::vector2df &pixels, GLuint TU_tex);
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};
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class PenumbraVShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_tex, uniform_pixel;
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static GLuint vao;
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static void init();
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static void setUniforms(const core::vector2df &pixels, GLuint TU_tex);
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};
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class ShadowGenShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_halft, uniform_quarter, uniform_height;
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static GLuint vao;
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static void init();
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static void setUniforms(GLuint TU_halft, GLuint TU_quarter, GLuint TU_height);
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};
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class PassThroughShader
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{
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public:
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