11 const auto& uniforms = handle.Uniforms;
12 const auto& size = buffer.GetSize();
13 const float sizeRaw[2] = {
static_cast<float>(size.x),
static_cast<float>(size.y) };
15 if(uniforms.SourceBuffer >= 0) {
16 const auto& texture = buffer.BlitCopiedFrameBuffer();
18 buffer.AttachFrameBuffer();
19 texture->Bind(uniforms.SourceBuffer, layout);
21 if(uniforms.SourceBufferSize >= 0)
22 glUniform2fv(uniforms.SourceBufferSize, 1, sizeRaw);