| 29 | } |
| 30 | |
| 31 | void DepthShader::bindTextureArray(GLuint textureArrayID) { |
| 32 | glActiveTexture(GL_TEXTURE0); |
| 33 | glBindTexture(GL_TEXTURE_2D_ARRAY, textureArrayID); |
| 34 | glUniform1i(textureArrayLocation, 0); |
| 35 | } |
| 36 | |
| 37 | void DepthShader::loadLightSpaceMatrix(const glm::mat4 &lightSpaceMatrix) { |
| 38 | loadMat4(lightSpaceMatrixLocation, &lightSpaceMatrix[0][0]); |
nothing calls this directly
no outgoing calls
no test coverage detected