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.
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1 changed files with 1 additions and 1 deletions
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@ -1549,8 +1549,8 @@ void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData
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traits |= ShaderTrait::AdjustSaturation;
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shader = ShaderManager::instance()->pushShader(traits);
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shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
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}
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shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
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if (ColorCorrection *cc = scene->colorCorrection()) {
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cc->setupForOutput(data.screen());
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