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chore: fix default uniform values not being applied in the right order
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@ -89,7 +89,7 @@ CImage::CImage (Wallpapers::CScene& scene, const Image& image) :
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if (!textures.empty ()) {
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if (!textures.empty ()) {
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std::string textureName = textures.begin ()->second;
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std::string textureName = textures.begin ()->second;
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if (textureName.find ("_rt_") == 0) {
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if (textureName.find ("_rt_") == 0 || textureName.find ("_alias_") == 0) {
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this->m_texture = this->getScene ().findFBO (textureName);
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this->m_texture = this->getScene ().findFBO (textureName);
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} else {
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} else {
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// get the first texture on the first pass (this one represents the image assigned to this object)
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// get the first texture on the first pass (this one represents the image assigned to this object)
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@ -53,7 +53,6 @@ CPass::CPass (
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m_fboProvider (std::move(fboProvider)),
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m_fboProvider (std::move(fboProvider)),
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m_target (target) {
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m_target (target) {
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this->setupShaders ();
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this->setupShaders ();
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this->setupShaderVariables ();
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}
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}
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std::shared_ptr<const ITexture> CPass::resolveTexture (std::shared_ptr<const ITexture> expected, int index, std::shared_ptr<const ITexture> previous) {
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std::shared_ptr<const ITexture> CPass::resolveTexture (std::shared_ptr<const ITexture> expected, int index, std::shared_ptr<const ITexture> previous) {
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@ -471,6 +470,8 @@ void CPass::setupShaders () {
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glDeleteShader (vertexShaderID);
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glDeleteShader (vertexShaderID);
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glDeleteShader (fragmentShaderID);
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glDeleteShader (fragmentShaderID);
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// first setup the default values, these will be overwritten by future values
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this->setupShaderVariables ();
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// setup uniforms
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// setup uniforms
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this->setupUniforms ();
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this->setupUniforms ();
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// setup attributes too
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// setup attributes too
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