fix transform commit shader
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@@ -115,19 +115,22 @@ void Shader::use()
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}
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void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
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{
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if (m_umap.count(id) == 0) LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
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}
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void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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if (m_umap.count(id) == 0) LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
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}
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void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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if (m_umap.count(id) == 0) LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
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if (m_umap.count(id) == 0)
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LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
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}
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void Shader::u_int(kShaderUniform id, int i)
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@@ -139,7 +142,8 @@ void Shader::u_int(kShaderUniform id, int i)
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}
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void Shader::u_float(kShaderUniform id, float f)
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{
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if (m_umap.count(id) == 0) LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
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if (m_umap.count(id) == 0)
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LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform1f(m_umap[id], f);
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}
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GLint ui::Shader::GetAttribLocation(const char* name)
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