Now using setUniform methods of KRMat4, KRVector3, and KRVector2 instead of direct glUniform calls
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40131
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@@ -71,20 +71,8 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(pCamera, m_modelMatrix, viewMatrix, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
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light_direction_view_space.x,
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light_direction_view_space.y,
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light_direction_view_space.z
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x,
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m_color.y,
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m_color.z
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));
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light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
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m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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