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