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authorSubv <subv2112@gmail.com>2015-11-10 11:58:53 -0500
committerSubv <subv2112@gmail.com>2015-11-18 21:03:56 -0500
commit823ce62f2fead8e436c2c916ed7ce5c8b949d1c6 (patch)
treebf0c4bded40858a0db81e993503e2f90f2b9b400 /src/video_core/renderer_opengl/renderer_opengl.cpp
parent1463127fade260bb38dea80401380f24660ec778 (diff)
FragShader: Use an UBO instead of several individual uniforms
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index ac0a058db..1420229cc 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -256,6 +256,7 @@ void RendererOpenGL::InitOpenGLObjects() {
state.draw.vertex_array = vertex_array_handle;
state.draw.vertex_buffer = vertex_buffer_handle;
+ state.draw.uniform_buffer = 0;
state.Apply();
// Attach vertex data to VAO