Removed ShaderUniform_[EyePosition|SceneAmbient]
Former-commit-id: 89dedaf78d86def598531f472a1a6ecd56fe8371
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@@ -125,6 +125,7 @@ NzDeferredFogPass::NzDeferredFogPass()
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m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
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m_shader = BuildFogShader();
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m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
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m_states.parameters[nzRendererParameter_DepthBuffer] = false;
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}
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@@ -138,7 +139,7 @@ bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkText
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetShader(m_shader);
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m_shader->SendVector(m_shader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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m_shader->SendVector(m_shaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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NzRenderer::SetRenderStates(m_states);
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NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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