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path: root/src/imports/particles/spriteparticle.cpp
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-rw-r--r--src/imports/particles/spriteparticle.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/imports/particles/spriteparticle.cpp b/src/imports/particles/spriteparticle.cpp
index 84f2db0e7f..1b62765ede 100644
--- a/src/imports/particles/spriteparticle.cpp
+++ b/src/imports/particles/spriteparticle.cpp
@@ -109,7 +109,7 @@ public:
QSGMaterialShader::deactivate();
for (int i=0; i<8; ++i) {
- m_program.setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
+ program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
}
}
@@ -118,21 +118,21 @@ public:
SpriteParticlesMaterial *m = static_cast<SpriteParticlesMaterial *>(newEffect);
m->texture->bind();
- m_program.setUniformValue(m_opacity_id, state.opacity());
- m_program.setUniformValue(m_timestamp_id, (float) m->timestamp);
- m_program.setUniformValue(m_framecount_id, (float) m->framecount);
- m_program.setUniformValue(m_animcount_id, (float) m->animcount);
+ program()->setUniformValue(m_opacity_id, state.opacity());
+ program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
+ program()->setUniformValue(m_framecount_id, (float) m->framecount);
+ program()->setUniformValue(m_animcount_id, (float) m->animcount);
if (state.isMatrixDirty())
- m_program.setUniformValue(m_matrix_id, state.combinedMatrix());
+ program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
virtual void initialize() {
- m_matrix_id = m_program.uniformLocation("matrix");
- m_opacity_id = m_program.uniformLocation("opacity");
- m_timestamp_id = m_program.uniformLocation("timestamp");
- m_framecount_id = m_program.uniformLocation("framecount");
- m_animcount_id = m_program.uniformLocation("animcount");
+ m_matrix_id = program()->uniformLocation("matrix");
+ m_opacity_id = program()->uniformLocation("opacity");
+ m_timestamp_id = program()->uniformLocation("timestamp");
+ m_framecount_id = program()->uniformLocation("framecount");
+ m_animcount_id = program()->uniformLocation("animcount");
}
virtual const char *vertexShader() const { return m_vertex_code.constData(); }