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Shaders: reuse already-calculated uniform locations in Phong.

pull/499/head
Squareys 3 years ago committed by Vladimír Vondruš
parent
commit
9730cd2400
  1. 6
      src/Magnum/Shaders/PhongGL.cpp

6
src/Magnum/Shaders/PhongGL.cpp

@ -283,9 +283,9 @@ PhongGL::CompileState PhongGL::compile(const Configuration& configuration) {
"#define LIGHT_SPECULAR_COLORS_LOCATION {}\n" "#define LIGHT_SPECULAR_COLORS_LOCATION {}\n"
"#define LIGHT_RANGES_LOCATION {}\n", "#define LIGHT_RANGES_LOCATION {}\n",
configuration.lightCount(), configuration.lightCount(),
out._lightPositionsUniform + configuration.lightCount(), out._lightColorsUniform,
out._lightPositionsUniform + 2*configuration.lightCount(), out._lightSpecularColorsUniform,
out._lightPositionsUniform + 3*configuration.lightCount())); out._lightRangesUniform));
} }
#ifndef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES
if(!(configuration.flags() >= Flag::UniformBuffers) && configuration.lightCount()) if(!(configuration.flags() >= Flag::UniformBuffers) && configuration.lightCount())

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