if(it2 == uniformIDs.end())
{
// Uniform not found, so add it...
- uniformIDs[name] = ++mLastUniformIdUsed;
+ uniformIDs[name] = mLastUniformIdUsed++;
return mLastUniformIdUsed;
}
mShaderTrace.PushCall("LinkProgram", out.str(), namedParams);
mNumberOfActiveUniforms = 3;
- GetUniformLocation(program, "sTexture");
+
+ GetUniformLocation(program, "uRendererColor");
+ GetUniformLocation(program, "uCustom");
+ GetUniformLocation(program, "uCustom3");
+ GetUniformLocation(program, "uFadeColor");
+ GetUniformLocation(program, "uUniform1");
+ GetUniformLocation(program, "uUniform2");
+ GetUniformLocation(program, "uUniform3");
+ GetUniformLocation(program, "uFadeProgress");
+ GetUniformLocation(program, "uANormalMatrix");
GetUniformLocation(program, "sEffect");
+ GetUniformLocation(program, "sTexture");
+ GetUniformLocation(program, "sTextureRect");
GetUniformLocation(program, "sGloss");
+ GetUniformLocation(program, "uColor");
+ GetUniformLocation(program, "uModelMatrix");
+ GetUniformLocation(program, "uModelView");
+ GetUniformLocation(program, "uMvpMatrix");
+ GetUniformLocation(program, "uNormalMatrix");
+ GetUniformLocation(program, "uProjection");
+ GetUniformLocation(program, "uSize");
+ GetUniformLocation(program, "uViewMatrix");
+ GetUniformLocation(program, "uLightCameraProjectionMatrix");
+ GetUniformLocation(program, "uLightCameraViewMatrix");
}
inline void PixelStorei(GLenum pname, GLint param) override