Remove extra uniforms in IBL shader

This commit is contained in:
Vincent Lejeune 2014-12-15 00:42:59 +01:00
parent 03694d9c7c
commit 22b26dc985
3 changed files with 3 additions and 3 deletions

View File

@ -223,7 +223,7 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
glBindVertexArray(SharedObject::FullScreenQuadVAO);
FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
FullScreenShader::IBLShader::getInstance()->setUniforms(std::vector<float>(bSHCoeff, bSHCoeff + 9), std::vector<float>(gSHCoeff, gSHCoeff + 9), std::vector<float>(rSHCoeff, rSHCoeff + 9));
FullScreenShader::IBLShader::getInstance()->setUniforms();
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);

View File

@ -1647,7 +1647,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/DiffuseIBL.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SpecularIBL.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/IBL.frag").c_str());
AssignUniforms("blueLmn[0]", "greenLmn[0]", "redLmn[0]");
AssignUniforms();
AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "probe");
}

View File

@ -420,7 +420,7 @@ public:
SunLightShader();
};
class IBLShader : public ShaderHelperSingleton<IBLShader, std::vector<float>, std::vector<float>, std::vector<float> >, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
class IBLShader : public ShaderHelperSingleton<IBLShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
{
public:
IBLShader();