+ glUniformMatrix4fv(\r
+ glGetUniformLocation(shaderProgramIrradiance, "lightProjection"),\r
+ 1, GL_FALSE, glm::value_ptr(lightProj));\r
+ glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenWidth"), window.getSize().x);\r
+ glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenHeight"), window.getSize().y);\r
+ glUniform1fv(glGetUniformLocation(shaderProgramIrradiance, "samplePositions"), 13, samplePositions);\r
+ glUniform3fv(glGetUniformLocation(shaderProgramIrradiance, "sampleWeights"), 13, sampleWeights);\r
+\r
+ glUniform1f(\r
+ glGetUniformLocation(shaderProgramIrradiance, "transmittanceScale"),\r
+ options.transmittanceScale);\r
+ glUniform1i(\r
+ glGetUniformLocation(shaderProgramIrradiance, "renderState"),\r
+ options.renderState);\r
+ glUniform1f(\r
+ glGetUniformLocation(shaderProgramIrradiance, "powBase"),\r
+ options.powBase);\r
+ glUniform1f(\r
+ glGetUniformLocation(shaderProgramIrradiance, "powFactor"),\r
+ options.powFactor);\r