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Revision 9f9924f8

Added by Leszek Koltunski over 3 years ago

Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.
Now we need to dynamically detect the UBO index and form a BlockBinding ourselves.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
143 143
      }
144 144

  
145 145
    mPreProgramH = mPreProgram.getProgramHandle();
146
    EffectQueueVertex.getUniforms( mPreProgramH,2 );
147
    EffectQueueMatrix.getUniforms( mPreProgramH,2 );
146
    EffectQueue.getUniforms( mPreProgramH,2 );
147
    MeshBase.getUniforms( mPreProgramH,2 );
148 148
    mPreColorH  = GLES30.glGetUniformLocation( mPreProgramH, "u_Color"  );
149 149
    mPreTextureH= GLES30.glGetUniformLocation( mPreProgramH, "u_Texture");
150 150
    }
......
183 183
    mPreProgram.useProgram();
184 184

  
185 185
    mesh.bindVertexAttribs(mPreProgram);
186
    mesh.send(mPreProgramH);
186
    mesh.send(mPreProgramH,2);
187 187

  
188 188
    EffectQueue[] queues = effects.getQueues();
189 189
    EffectQueueMatrix matrix = (EffectQueueMatrix)queues[0];

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