diff --git a/effects/cube/cube.cpp b/effects/cube/cube.cpp index 282a3fc08f..34389c45bd 100644 --- a/effects/cube/cube.cpp +++ b/effects/cube/cube.cpp @@ -325,15 +325,15 @@ bool CubeEffect::loadShader() float xmin = ymin * aspect; float xmax = ymax * aspect; projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar); - cylinderShader->setUniform("projection", projection); + cylinderShader->setUniform(GLShader::ProjectionMatrix, projection); QMatrix4x4 modelview; float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax; modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1); modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); - cylinderShader->setUniform("modelview", modelview); + cylinderShader->setUniform(GLShader::ModelViewMatrix, modelview); const QMatrix4x4 identity; - cylinderShader->setUniform("screenTransformation", identity); - cylinderShader->setUniform("windowTransformation", identity); + cylinderShader->setUniform(GLShader::ScreenTransformation, identity); + cylinderShader->setUniform(GLShader::WindowTransformation, identity); QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop()); cylinderShader->setUniform("width", (float)rect.width() * 0.5f); shaderManager->popShader(); @@ -356,15 +356,15 @@ bool CubeEffect::loadShader() float xmin = ymin * aspect; float xmax = ymax * aspect; projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar); - sphereShader->setUniform("projection", projection); + sphereShader->setUniform(GLShader::ProjectionMatrix, projection); QMatrix4x4 modelview; float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax; modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1); modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); - sphereShader->setUniform("modelview", modelview); + sphereShader->setUniform(GLShader::ModelViewMatrix, modelview); const QMatrix4x4 identity; - sphereShader->setUniform("screenTransformation", identity); - sphereShader->setUniform("windowTransformation", identity); + sphereShader->setUniform(GLShader::ScreenTransformation, identity); + sphereShader->setUniform(GLShader::WindowTransformation, identity); QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop()); sphereShader->setUniform("width", (float)rect.width() * 0.5f); sphereShader->setUniform("height", (float)rect.height() * 0.5f); @@ -796,11 +796,11 @@ void CubeEffect::paintCap(bool frontFirst, float zOffset) m_capShader->setUniform("u_opacity", opacity); m_capShader->setUniform("u_mirror", 1); if (reflectionPainting) { - m_capShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix); + m_capShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix); } else { - m_capShader->setUniform("screenTransformation", m_rotationMatrix); + m_capShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix); } - m_capShader->setUniform("windowTransformation", capMatrix); + m_capShader->setUniform(GLShader::WindowTransformation, capMatrix); m_capShader->setUniform("u_untextured", texturedCaps ? 0 : 1); if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) { capTexture->bind(); @@ -1505,9 +1505,9 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa currentShader = sphereShader; } if (reflectionPainting) { - currentShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix * origMatrix); + currentShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix); } else { - currentShader->setUniform("screenTransformation", m_rotationMatrix*origMatrix); + currentShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix*origMatrix); } } } @@ -1517,7 +1517,7 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa if (mode == Cylinder || mode == Sphere) { shaderManager->popShader(); } else { - shader->setUniform("screenTransformation", origMatrix); + shader->setUniform(GLShader::ScreenTransformation, origMatrix); } shaderManager->popShader(); } @@ -1567,11 +1567,11 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa m_capShader->setUniform("u_mirror", 0); m_capShader->setUniform("u_untextured", 1); if (reflectionPainting) { - m_capShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix * origMatrix); + m_capShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix); } else { - m_capShader->setUniform("screenTransformation", m_rotationMatrix * origMatrix); + m_capShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix * origMatrix); } - m_capShader->setUniform("windowTransformation", QMatrix4x4()); + m_capShader->setUniform(GLShader::WindowTransformation, QMatrix4x4()); } GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); vbo->reset();