void RenderPass::Loader::uniforms()
{
obj.ensure_private_shader_data();
- RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
- load_sub(*shd);
- obj.shdata = shd.release();
+ load_sub(*obj.shdata);
}
void RenderPass::Loader::uniform_slot(const string &name)