| 49 | } |
| 50 | |
| 51 | void Material::SetShaderProgram(GLShaderProgram* program) |
| 52 | { |
| 53 | // Allow self-assignment to take into account the case where the shader program loads new shaders |
| 54 | |
| 55 | shaderProgramType_ = ShaderProgramType::Custom; |
| 56 | shaderProgram_ = program; |
| 57 | // The camera uniforms are handled separately as they have a different update frequency |
| 58 | shaderUniforms_.SetProgram(shaderProgram_, nullptr, ProjectionViewMatrixExcludeString); |
| 59 | shaderUniformBlocks_.SetProgram(shaderProgram_); |
| 60 | |
| 61 | RenderResources::SetDefaultAttributesParameters(*shaderProgram_); |
| 62 | } |
| 63 | |
| 64 | bool Material::SetShader(Shader* shader) |
| 65 | { |
no test coverage detected