1.1 --- a/src/scene.c Thu Mar 21 23:01:09 2024 +0100 1.2 +++ b/src/scene.c Tue Mar 26 20:37:21 2024 +0100 1.3 @@ -159,6 +159,7 @@ 1.4 // ----------------------------------------- 1.5 // process the render groups for each camera 1.6 // ----------------------------------------- 1.7 + AscShaderProgram *shader; 1.8 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) { 1.9 // update camera parameters, first 1.10 AscCamera *camera = &scene->cameras[cam_id]; 1.11 @@ -173,8 +174,9 @@ 1.12 // Sprites 1.13 // ------- 1.14 // TODO: see if we can really always ignore the view matrix 1.15 - glUseProgram(ASC_SHADER_SPRITE.base.id); 1.16 - glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1, 1.17 + shader = &asc_context.active_window->glctx.shader.sprite; 1.18 + glUseProgram(shader->id); 1.19 + glUniformMatrix4fv(shader->projection, 1, 1.20 GL_FALSE, camera->projection); 1.21 1.22 // render opaque sprites from front to back