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nvFX: how to get glsl program object id
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int program = 0; | |
nvFX::IProgram *glslProgram = nullptr; | |
nvFX::IProgramPipeline *glslProgramPipeline = fx_pass->getExInterface()->getProgramPipeline(0); | |
// program pipeline means that we are using separate shader objects | |
if(glslProgramPipeline) | |
{ | |
glslProgram = glslProgramPipeline->getShaderProgram(1); // Fragment glsl program in program pipeline ! | |
} else { | |
glslProgram = fx_pass->getExInterface()->getProgram(-1); // active layer program | |
} | |
program = (glslProgram != nullptr) ? glslProgram->getProgram() : 0; | |
if (program > 0) | |
{ | |
// here we can directly assign some values to uniforms | |
} |
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