improve shader binding for PBR

main
Dominik Madarász 2024-03-21 07:47:28 +01:00
parent fad3653201
commit 2f49239a9f
3 changed files with 9 additions and 0 deletions

View File

@ -373021,6 +373021,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
if (m.shading == SHADING_PBR) {
handle old_shader = last_shader;
shader_bind(shader);
shader_vec2( "resolution", vec2(window_width(),window_height()));
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
@ -373037,6 +373039,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
shader_texture( "tex_brdf_lut", brdf_lut() );
shader_uint( "frame_count", (unsigned)window_frame() );
shader_bind(old_shader);
}
}
static

View File

@ -2994,6 +2994,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
if (m.shading == SHADING_PBR) {
handle old_shader = last_shader;
shader_bind(shader);
shader_vec2( "resolution", vec2(window_width(),window_height()));
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
@ -3010,6 +3012,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
shader_texture( "tex_brdf_lut", brdf_lut() );
shader_uint( "frame_count", (unsigned)window_frame() );
shader_bind(old_shader);
}
}
static

View File

@ -20168,6 +20168,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
if (m.shading == SHADING_PBR) {
handle old_shader = last_shader;
shader_bind(shader);
shader_vec2( "resolution", vec2(window_width(),window_height()));
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
@ -20184,6 +20186,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
}
shader_texture( "tex_brdf_lut", brdf_lut() );
shader_uint( "frame_count", (unsigned)window_frame() );
shader_bind(old_shader);
}
}
static