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.
This commit is contained in:
Martin Gräßlin 2015-11-27 16:31:04 +01:00
parent 4b11b7b6b8
commit 0d1da1c583

View file

@ -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());