DALI_ASSERT_DEBUG(NULL != mPrograms[ programType ][ subType ]);
Program& program = *(mPrograms[ programType ][ subType ]);
- program.Use();
// Ignore missing uniforms - custom shaders and flat color shaders don't have SAMPLER
program.SetUniformMatrix4fv( loc, 1, modelview.AsFloat() );
}
- loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- DALI_PRINT_UNIFORM( debugStream, bufferIndex, "uProjection", projection );
- program.SetUniformMatrix4fv( loc, 1, projection.AsFloat() );
- }
-
loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
if( Program::UNIFORM_UNKNOWN != loc )
{
program.SetUniformMatrix4fv( loc, 1, model.AsFloat() );
}
- loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- DALI_PRINT_UNIFORM( debugStream, bufferIndex, "uViewMatrix", view );
- program.SetUniformMatrix4fv( loc, 1, view.AsFloat() );
- }
-
// We should have one UniformMeta per uniform property
for ( unsigned int i = 0u; i < mUniformMetadata.Count(); ++i )
{