Use ShaderManager to bind the shader in Lanczos.
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1 changed files with 2 additions and 2 deletions
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@ -633,11 +633,11 @@ bool LanczosShader::init()
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
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if (m_shader->isValid())
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if (m_shader->isValid())
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{
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{
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m_shader->bind();
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ShaderManager::instance()->pushShader(m_shader);
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m_uTexUnit = m_shader->uniformLocation("texUnit");
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m_uTexUnit = m_shader->uniformLocation("texUnit");
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m_uKernel = m_shader->uniformLocation("kernel");
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m_uKernel = m_shader->uniformLocation("kernel");
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m_uOffsets = m_shader->uniformLocation("offsets");
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m_uOffsets = m_shader->uniformLocation("offsets");
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m_shader->unbind();
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ShaderManager::instance()->popShader();
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return true;
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return true;
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}
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}
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else
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else
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