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authorbunnei <bunneidev@gmail.com>2015-11-18 22:20:12 -0500
committerbunnei <bunneidev@gmail.com>2015-11-18 22:20:12 -0500
commitac829f87e0d32c693b333a35be823878a9b7d178 (patch)
treef14c20303507dbf6e3606761a077c699cbe26b74 /src/video_core/renderer_opengl/renderer_opengl.cpp
parentf971aceac39b643765c45dfb25827e7ea689bb67 (diff)
parent823ce62f2fead8e436c2c916ed7ce5c8b949d1c6 (diff)
Merge pull request #1237 from Subv/ubos
Shaders: Use UBOs instead of individual uniforms in the generated frag shaders
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