Fixed rendering when UBO is disabled
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@@ -74,6 +74,9 @@ void ShaderBase::bypassUBO() const
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GLint PM = glGetUniformLocation(m_program, "ProjectionMatrix");
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glUniformMatrix4fv(PM, 1, GL_FALSE, irr_driver->getProjMatrix().pointer());
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GLint PVM = glGetUniformLocation(m_program, "ProjectionViewMatrix");
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glUniformMatrix4fv(PVM, 1, GL_FALSE, irr_driver->getProjViewMatrix().pointer());
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GLint IVM = glGetUniformLocation(m_program, "InverseViewMatrix");
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glUniformMatrix4fv(IVM, 1, GL_FALSE, irr_driver->getInvViewMatrix().pointer());
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