Pass window size as uniform instead of shader program constant. Fixes #143

This commit is contained in:
Emil Axelsson
2016-10-28 10:26:23 +02:00
parent 73e6fcf865
commit cb3ff96e1a
5 changed files with 5 additions and 8 deletions

View File

@@ -401,6 +401,7 @@ void FramebufferRenderer::render(float blackoutFactor, bool doPerformanceMeasure
raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit);
raycastProgram->setUniform("nAaSamples", _nAaSamples);
raycastProgram->setUniform("windowSize", glm::vec2(_resolution));
glDisable(GL_DEPTH_TEST);
@@ -472,8 +473,6 @@ void FramebufferRenderer::updateRendererData() {
ghoul::Dictionary dict;
dict.setValue("fragmentRendererPath", std::string(RenderFragmentShaderPath));
dict.setValue("postFragmentRendererPath", std::string(PostRenderFragmentShaderPath));
dict.setValue("windowWidth", _resolution.x);
dict.setValue("windowHeight", _resolution.y);
_rendererData = dict;