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synced 2025-12-11 10:19:59 +01:00
Operational implementation of UV texture coordinates changes in
Appearance View.
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@@ -186,6 +186,7 @@ void Shader::operator = (const Shader &S )
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{
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color = S.color;
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blending = S.blending;
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uv = S.uv;
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}
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void Shader::accept(Visitor& v) {
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@@ -205,6 +206,7 @@ void Shader::use()
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program_->setUniform("projection", projection);
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program_->setUniform("modelview", modelview);
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program_->setUniform("color", color);
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program_->setUniform("uv", uv);
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iResolution = glm::vec3( Rendering::manager().currentAttrib().viewport, 0.f);
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program_->setUniform("iResolution", iResolution);
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@@ -237,6 +239,7 @@ void Shader::reset()
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modelview = glm::identity<glm::mat4>();
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iResolution = glm::vec3(1280.f, 720.f, 0.f);
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color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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uv = glm::vec4(0.0, 0.0, 1.0, 1.0);
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}
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