cube: Always set the shader in WindowPaintData
The cube effect was relying on paintWindow() using the generic shader without explicitly telling it to do so. This makes the cube effect work with dynamic shaders.
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1 changed files with 1 additions and 2 deletions
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@ -1354,7 +1354,6 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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if (stop)
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factor = timeLine.currentValue();
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cylinderShader->setUniform("timeLine", factor);
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data.shader = cylinderShader;
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currentShader = cylinderShader;
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}
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if (mode == Sphere) {
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@ -1367,7 +1366,6 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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if (stop)
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factor = timeLine.currentValue();
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sphereShader->setUniform("timeLine", factor);
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data.shader = sphereShader;
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currentShader = sphereShader;
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}
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if (reflectionPainting) {
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@ -1375,6 +1373,7 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
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} else {
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currentShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix*origMatrix);
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}
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data.shader = currentShader;
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}
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effects->paintWindow(w, mask, region, data);
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if (activated && cube_painting) {
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