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added viewprojection matrix to screenspaceimage shaderprogram
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@@ -47,11 +47,10 @@ namespace openspace {
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ScreenSpaceImage::~ScreenSpaceImage(){}
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void ScreenSpaceImage::render(){
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void ScreenSpaceImage::render(Camera* camera){
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GLint m_viewport[4];
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glGetIntegerv(GL_VIEWPORT, m_viewport);
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float height = (float(m_viewport[2])/m_viewport[3])*
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(float(_texture->height())/float(_texture->width()));
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float height = (float(_texture->height())/float(_texture->width()));
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glm::mat4 transform = glm::translate(glm::mat4(1.f), _position.value());
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transform = glm::scale(transform, glm::vec3(_scale.value(),_scale.value()*height,1));
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@@ -59,6 +58,7 @@ void ScreenSpaceImage::render(){
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_shader->activate();
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_shader->setUniform("ModelTransform",transform);
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_shader->setUniform("ViewProjectionMatrix", camera->viewProjectionMatrix());
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ghoul::opengl::TextureUnit unit;
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unit.activate();
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