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Pass window size as uniform instead of shader program constant. Fixes #143
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@@ -401,6 +401,7 @@ void FramebufferRenderer::render(float blackoutFactor, bool doPerformanceMeasure
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raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit);
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raycastProgram->setUniform("nAaSamples", _nAaSamples);
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raycastProgram->setUniform("windowSize", glm::vec2(_resolution));
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glDisable(GL_DEPTH_TEST);
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@@ -472,8 +473,6 @@ void FramebufferRenderer::updateRendererData() {
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ghoul::Dictionary dict;
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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("windowWidth", _resolution.x);
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dict.setValue("windowHeight", _resolution.y);
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_rendererData = dict;
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