Hotfix UBO binding
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@@ -175,7 +175,7 @@ std::string FragmentGenerator::generate(const PICARegs& regs) {
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ret += "fragColor = combinerOutput;\n";
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ret += "fragColor = combinerOutput;\n";
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ret += "}"; // End of main function
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ret += "}"; // End of main function
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ret += "\n\n\n\n\n\n\n";
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ret += "\n\n\n";
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return ret;
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return ret;
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}
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}
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@@ -828,8 +828,8 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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// As it's an OpenGL 4.2 feature that MacOS doesn't support...
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// As it's an OpenGL 4.2 feature that MacOS doesn't support...
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uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms");
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uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms");
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glUniformBlockBinding(program.handle(), uboIndex, uboBlockBinding);
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glUniformBlockBinding(program.handle(), uboIndex, uboBlockBinding);
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glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, programEntry.uboBinding);
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}
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, programEntry.uboBinding);
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// Upload uniform data to our shader's UBO
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// Upload uniform data to our shader's UBO
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PICA::FragmentUniforms uniforms;
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PICA::FragmentUniforms uniforms;
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