Remove extra uniforms in IBL shader
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@ -223,7 +223,7 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
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FullScreenShader::IBLShader::getInstance()->setUniforms(std::vector<float>(bSHCoeff, bSHCoeff + 9), std::vector<float>(gSHCoeff, gSHCoeff + 9), std::vector<float>(rSHCoeff, rSHCoeff + 9));
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FullScreenShader::IBLShader::getInstance()->setUniforms();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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@ -1647,7 +1647,7 @@ namespace FullScreenShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/DiffuseIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SpecularIBL.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/IBL.frag").c_str());
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AssignUniforms("blueLmn[0]", "greenLmn[0]", "redLmn[0]");
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AssignUniforms();
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "probe");
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}
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@ -420,7 +420,7 @@ public:
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SunLightShader();
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};
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class IBLShader : public ShaderHelperSingleton<IBLShader, std::vector<float>, std::vector<float>, std::vector<float> >, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
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class IBLShader : public ShaderHelperSingleton<IBLShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
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{
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public:
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IBLShader();
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