glUseProgram(gc->shared->shader.tex.prog);
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
GL_FALSE, proj);
+ glUseProgram(gc->shader.cur_prog);
}
Evas_GL_Context *
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
+ glUseProgram(gc->shader.cur_prog);
// in shader:
// uniform sampler2D tex[8];
//
PUSH_VERTEX((p[points[i]].x >> FP),
(p[points[i]].y >> FP),
0);
+// (p[points[i]].y >> FP) + 4096);
// (p[points[i]].z >> FP));
PUSH_TEXUV(tx[points[i]],
ty[points[i]]);