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Pass window size as uniform instead of shader program constant. Fixes #143
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@@ -561,8 +561,6 @@ void ABufferRenderer::updateRendererData() {
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PerfMeasure("ABufferRenderer::updateRendererData");
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ghoul::Dictionary dict;
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dict.setValue("windowWidth", _resolution.x);
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dict.setValue("windowHeight", _resolution.y);
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dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));
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dict.setValue("postFragmentRendererPath", std::string(PostRenderFragmentShaderPath));
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dict.setValue("maxLayers", MaxLayers);
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