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Enabling the uniform mappings
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403bba9035
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2 changed files with 4 additions and 3 deletions
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@ -196,7 +196,8 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
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// Define the public slots only from the default version
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if (version == 0) {
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shader.defineSlots(uniforms, buffers, textures, samplers, inputs, outputs);
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} else {
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} // else
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{
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GLShader::UniformMapping mapping;
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for (auto srcUniform : shader.getUniforms()) {
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mapping[srcUniform._location] = uniforms.findLocation(srcUniform._name);
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@ -42,8 +42,8 @@ public:
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GLint getUniformLocation(GLint srcLoc, Version version = Mono) {
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// THIS will be used in the future PR as we grow the number of versions
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// return _uniformMappings[version][srcLoc];
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return srcLoc;
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return _uniformMappings[version][srcLoc];
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// return srcLoc;
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}
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const std::weak_ptr<GLBackend> _backend;
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