glUseProgram(sobel_program);
glBindTextureUnit(0, tex0);
- glUniform1i(glGetUniformLocation(sobel_program, "tex"), 0);
- glUniform1f(glGetUniformLocation(sobel_program, "inv_width"), 1.0f / level_width);
- glUniform1f(glGetUniformLocation(sobel_program, "inv_height"), 1.0f / level_height);
+ glProgramUniform1i(sobel_program, glGetUniformLocation(sobel_program, "tex"), 0);
+ glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_width"), 1.0f / level_width);
+ glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_height"), 1.0f / level_height);
// Set up the VAO containing all the required position/texcoord data.
GLuint sobel_vao;