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Use the right shader for 360-degree screenshots

Doesn't fix #7720
This commit is contained in:
Alexei Kotov 2024-03-24 13:45:46 +03:00
parent 0f7b4fc6e6
commit ba69e1737c

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@ -243,7 +243,7 @@ namespace MWRender
osg::ref_ptr<osg::StateSet> stateset = quad->getOrCreateStateSet();
Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
stateset->setAttributeAndModes(shaderMgr.getProgram("360"), osg::StateAttribute::ON);
stateset->setAttributeAndModes(shaderMgr.getProgram("s360"), osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("cubeMap", 0));
stateset->addUniform(new osg::Uniform("mapping", static_cast<int>(screenshotMapping)));