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authorAdrian Kummerlaender2018-05-23 20:16:09 +0200
committerAdrian Kummerlaender2018-05-23 20:16:09 +0200
commit630038754c1a9a04e05fc59bdbced17c06f3dab5 (patch)
tree235eb0cde1c7a4f667b77402617a99360797f80f /src/main.cc
parent84bcd409a3743e933d039a9b3e073030fd2630df (diff)
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Pass texture count to display fragment shader
Diffstat (limited to 'src/main.cc')
-rw-r--r--src/main.cc9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/main.cc b/src/main.cc
index 034d026..ceffe67 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -22,9 +22,9 @@
#include "shader/display_vertex.glsl"
#include "shader/display_fragment.glsl"
-const unsigned int particle_count = 5000;
+const unsigned int particle_count = 1000;
const unsigned int max_ups = 100;
-const unsigned int texture_count = 10;
+const unsigned int texture_count = 20;
unsigned int window_width = 800;
unsigned int window_height = 600;
@@ -173,9 +173,8 @@ int main() {
{
auto guard = displayShader.use();
- for ( unsigned int i = 0; i < textures.size(); ++i ) {
- displayShader.setUniform("screen_texture_" + std::to_string(i), i);
- }
+ displayShader.setUniform("screen_textures", textures);
+ displayShader.setUniform("screen_textures_size", textures.size());
glClear(GL_COLOR_BUFFER_BIT);