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MaterialSystem: use SetUniform_DepthMapBindless()
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src/engine/renderer/Material.cpp

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1652,8 +1652,10 @@ void MaterialSystem::DepthReduction() {
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uint32_t globalWorkgroupX = ( width + 7 ) / 8;
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uint32_t globalWorkgroupY = ( height + 7 ) / 8;
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// FIXME: u_DepthMap object on the shader is not actually used
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GL_Bind( tr.currentDepthImage );
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gl_depthReductionShader->SetUniform_DepthMapBindless(
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GL_BindToTMU( 0, tr.currentDepthImage )
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);
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glBindImageTexture( 2, depthImage->texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F );
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gl_depthReductionShader->SetUniform_InitialDepthLevel( true );

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