60                                                             {
   61    const auto& uniforms = m_sdfHandle->Uniforms;
   62    const auto& cameraStruct = camera.GetCameraMatrixStruct();
   63 
   64    m_sdfMapBuffer->AttachFrameBuffer();
   65
   66    glViewport(0, 0, (int)m_mapSize.x, (int)m_mapSize.y);
   67    glUseProgram(m_sdfHandle->Program);
   68    m_testTexture->Bind(m_testTextureId, 0);
   70    glDisable(GL_CULL_FACE);
   72                                   cameraStruct.projection, mat4::Identity());
   73    glUniform2fv(uniforms.SourceBufferSize, 1, m_mapSize.Pointer());
   74    BindShaderUniforms(*m_sdfHandle);
   75 
   76    ShaderUtil::BindAttributeToPlane();
   77    ++m_frameCount;
   78    m_frameCount %= 100;
   79 
   80
   81
   82}
int AttachLightToShader(const GLProgramHandle *handle) const
 
static void BindCameraToShader(const GLProgramHandle &handle, const mat4 &camera, const vec3 &cameraPosition, const mat4 &projection, const mat4 &transform)
Binds the camera data to the shader.