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@ -392,7 +392,7 @@ GL::Texture2D texture;
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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Shaders::TransformationProjectionUniform2D{} |
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.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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materialUniform.setData({ |
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Shaders::DistanceFieldVectorMaterialUniform{} |
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@ -548,7 +548,7 @@ Matrix4 transformationMatrix, projectionMatrix;
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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Shaders::TransformationProjectionUniform3D{} |
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.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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materialUniform.setData({ |
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Shaders::FlatMaterialUniform{} |
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@ -1003,7 +1003,7 @@ GL::Texture2D texture;
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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Shaders::TransformationProjectionUniform2D{} |
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.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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materialUniform.setData({ |
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Shaders::VectorMaterialUniform{} |
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@ -1065,7 +1065,7 @@ Matrix4 transformationMatrix, projectionMatrix;
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GL::Buffer projectionTransformationUniform; |
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projectionTransformationUniform.setData({ |
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Shaders::TransformationProjectionUniform3D{} |
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.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Flag::UniformBuffers}; |
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