Moves GLSL-specific uniform name workaround (added in 227f9e403f) to CShaderProgramGLSL.

This was SVN commit r26816.
This commit is contained in:
vladislavbelov
2022-04-23 21:39:15 +00:00
parent aba7a170d9
commit df612ab8b4
4 changed files with 16 additions and 13 deletions
@@ -377,10 +377,6 @@ void InstancingModelRenderer::RenderModel(
{
// Bind matrices for current animation state.
// Add 1 to NumBones because of the special 'root' bone.
// HACK: NVIDIA drivers return uniform name with "[0]", Intel Windows drivers without;
// try uploading both names since one of them should work, and this is easier than
// canonicalising the uniform names in CShaderProgramGLSL
shader->Uniform(str_skinBlendMatrices_0, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
shader->Uniform(str_skinBlendMatrices, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
}