- set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);
-
- Point2D aspect(16.0f / 9.0f, 1.0f); // FIXME
- set_uniform_vec2(glsl_program_num, prefix, "aspect_correction", (float *)&aspect);
+ uniform_pihalf_div_radius = 0.5 * M_PI / radius;
+ uniform_flipped_center = Point2D(center.x, 1.0f - center.y);