Shaders can now use cursorX and cursorY uniform variables
svn path=/trunk/KDE/kdebase/workspace/; revision=687375
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@ -146,6 +146,8 @@ void ShaderEffect::postPaintScreen()
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// Use the shader
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mShader->bind();
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mShader->setUniform("time", mTime);
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mShader->setUniform("cursorX", (float)cursorPos().x());
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mShader->setUniform("cursorY", (float)cursorPos().y());
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// Render fullscreen quad with screen contents
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glBegin(GL_QUADS);
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