fixed local renderer broken due to missing uniform (oops)

This commit is contained in:
benpm
2025-07-29 15:02:16 -06:00
parent 02f2814834
commit a0c1fd7c7c

View File

@@ -1260,6 +1260,12 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
);
}
// Local shader
_localRenderer.program->setUniform(
"projectionTransform",
data.camera.sgctInternal.projectionMatrix()
);
// Light direction uniforms, only used in fragment shader
if (nightLayersActive || waterLayersActive || _performShading) {
const glm::dvec3 directionToSunWorldSpace =