From 0d1da1c583acdab02d646b56488284a232fb1d99 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Martin=20Gr=C3=A4=C3=9Flin?= Date: Fri, 27 Nov 2015 16:31:04 +0100 Subject: [PATCH] Always set mvp on shader in SceneOpenGL2Window::performPaint Makes it possible to pass in a shader with a custom fragment shader, but a normal vertex shader which needs the mvp matrix to be set. --- scene_opengl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scene_opengl.cpp b/scene_opengl.cpp index e4baa755b3..b9ddb34082 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -1549,8 +1549,8 @@ void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData traits |= ShaderTrait::AdjustSaturation; shader = ShaderManager::instance()->pushShader(traits); - shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix); } + shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix); if (ColorCorrection *cc = scene->colorCorrection()) { cc->setupForOutput(data.screen());