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.