@@ -47,24 +47,22 @@ module Filter =
4747
4848 /// Describes a bloom down-sampling filter shader that's loaded into GPU.
4949 type FilterBloomDownSampleShader =
50- { srcTextureUniform : int
51- srcResolutionUniform : int
50+ { srcResolutionUniform : int
5251 mipLevelUniform : int
52+ srcTextureUniform : int
5353 FilterBloomDownSampleShader : uint }
5454
5555 /// Describes a bloom up-sampling filter shader that's loaded into GPU.
5656 type FilterBloomUpSampleShader =
57- { srcTextureUniform : int
58- filterRadiusUniform : int
57+ { filterRadiusUniform : int
58+ srcTextureUniform : int
5959 FilterBloomUpSampleShader : uint }
6060
6161 /// Describes a bloom composite filter shader that's loaded into GPU.
6262 type FilterBloomCompositeShader =
63- { sceneUniform : int
63+ { bloomStrengthUniform : int
6464 bloomBlurUniform : int
65- exposureUniform : int
66- bloomStrengthUniform : int
67- programChoiceUniform : int
65+ sceneUniform : int
6866 FilterBloomCompositeShader : uint }
6967
7068 /// Describes an fxaa shader that's loaded into GPU.
@@ -186,9 +184,9 @@ module Filter =
186184 let mipLevelUniform = Gl.GetUniformLocation ( shader, " mipLevel" )
187185
188186 // make shader record
189- { srcTextureUniform = srcTextureUniform
190- srcResolutionUniform = srcResolutionUniform
187+ { srcResolutionUniform = srcResolutionUniform
191188 mipLevelUniform = mipLevelUniform
189+ srcTextureUniform = srcTextureUniform
192190 FilterBloomDownSampleShader = shader }
193191
194192 /// Create a filter bloom up-sample shader.
@@ -203,8 +201,8 @@ module Filter =
203201 let filterRadiusUniform = Gl.GetUniformLocation ( shader, " filterRadius" )
204202
205203 // make shader record
206- { srcTextureUniform = srcTextureUniform
207- filterRadiusUniform = filterRadiusUniform
204+ { filterRadiusUniform = filterRadiusUniform
205+ srcTextureUniform = srcTextureUniform
208206 FilterBloomUpSampleShader = shader }
209207
210208 /// Create a filter bloom composite shader.
@@ -215,18 +213,14 @@ module Filter =
215213 Hl.Assert ()
216214
217215 // retrieve uniforms
218- let sceneUniform = Gl.GetUniformLocation ( shader, " scene" )
219- let bloomBlurUniform = Gl.GetUniformLocation ( shader, " bloomBlur" )
220- let exposureUniform = Gl.GetUniformLocation ( shader, " exposure" )
221216 let bloomStrengthUniform = Gl.GetUniformLocation ( shader, " bloomStrength" )
222- let programChoiceUniform = Gl.GetUniformLocation ( shader, " programChoice" )
217+ let bloomBlurUniform = Gl.GetUniformLocation ( shader, " bloomBlur" )
218+ let sceneUniform = Gl.GetUniformLocation ( shader, " scene" )
223219
224220 // make shader record
225- { sceneUniform = sceneUniform
221+ { bloomStrengthUniform = bloomStrengthUniform
226222 bloomBlurUniform = bloomBlurUniform
227- exposureUniform = exposureUniform
228- bloomStrengthUniform = bloomStrengthUniform
229- programChoiceUniform = programChoiceUniform
223+ sceneUniform = sceneUniform
230224 FilterBloomCompositeShader = shader }
231225
232226 /// Create a filter fxaa shader.
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