Fix spheremap shader
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264a9dbe46
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@ -1016,11 +1016,10 @@ namespace MeshShader
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SphereMapShader::SphereMapShader()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str());
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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AssignUniforms("ModelMatrix", "InverseModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -1032,10 +1031,11 @@ namespace MeshShader
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InstancedSphereMapShader::InstancedSphereMapShader()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/in.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str());
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AssignUniforms();
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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