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uniform cleanup
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@@ -1333,7 +1333,6 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
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glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
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program.setUniform("shadowMapTexture", shadowMapUnit);
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//program.setUniform("nShadowSamples", _generalProperties.nShadowSamples);
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program.setUniform("zFightingPercentage", _generalProperties.zFightingPercentage);
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}
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@@ -1461,7 +1460,6 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
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glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
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program.setUniform("shadowMapTexture", shadowMapUnit);
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//program.setUniform("nShadowSamples", _generalProperties.nShadowSamples);
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program.setUniform("zFightingPercentage", _generalProperties.zFightingPercentage);
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}
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@@ -326,7 +326,7 @@ void RingsComponent::draw(const RenderData& data,
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_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
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_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
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_shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage);
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ringTextureUnit.activate();
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_texture->bind();
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_shader->setUniform(_uniformCache.ringTexture, ringTextureUnit);
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