Removed ShaderUniform_[EyePosition|SceneAmbient]

Former-commit-id: 89dedaf78d86def598531f472a1a6ecd56fe8371
This commit is contained in:
Lynix
2015-01-19 00:15:01 +01:00
parent f518311223
commit c18fc4cb14
10 changed files with 63 additions and 23 deletions

View File

@@ -125,6 +125,7 @@ NzDeferredFogPass::NzDeferredFogPass()
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_shader = BuildFogShader();
m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
}
@@ -138,7 +139,7 @@ bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkText
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShader(m_shader);
m_shader->SendVector(m_shader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
m_shader->SendVector(m_shaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);