New answers tagged

0

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 ...


0

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



Top 50 recent answers are included