diff --git a/GLMakie/src/GLAbstraction/GLTypes.jl b/GLMakie/src/GLAbstraction/GLTypes.jl index ce44d527b2b..4080319f61c 100644 --- a/GLMakie/src/GLAbstraction/GLTypes.jl +++ b/GLMakie/src/GLAbstraction/GLTypes.jl @@ -441,11 +441,10 @@ function RenderObject( end end buffers = filter(((key, value),) -> isa(value, GLBuffer) || key === :indices, data) - uniforms = filter(((key, value),) -> !isa(value, GLBuffer) && key !== :indices, data) merge!(data, passthrough) # in the end, we insert back the non opengl data, to keep things simple program = gl_convert(to_value(program), data) # "compile" lazyshader vertexarray = GLVertexArray(Dict(buffers), program) - visible = pop!(uniforms, :visible, Observable(true)) + visible = pop!(data, :visible, Observable(true)) # remove all uniforms not occuring in shader # ssao, instances transparency are special for rendering passes. TODO do this more cleanly special = Set([:ssao, :transparency, :instances, :fxaa])