New answers tagged fragment-shader
You can think of glUseProgram as a temporary function. You call it and it "binds" the program to the current context. What you need to do is call glUseProgram(program2) if the uniform variable is a certain value, though I'd highly recommend you avoid this if at all possible. You usually would compile program1 and program2 separately and then just bind ...
This is the same question in a shader forum that was answered after the posting of this question: http://reshade.me/forum/shader-discussion/1641-fxaa-parameter-confusion
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