void CompositeProcessorGL::compositePortsToOutport(ImageOutport& outport, ImageType type, ImageInport& inport) { if (inport.isReady() && outport.hasData()) { utilgl::activateTarget(outport, type); shader_.activate(); TextureUnitContainer units; utilgl::bindAndSetUniforms(shader_, units, *inport.getData(), "tex0", ImageType::ColorDepthPicking); utilgl::bindAndSetUniforms(shader_, units, *outport.getData(), "tex1", ImageType::ColorDepthPicking); utilgl::setShaderUniforms(shader_, outport, "outportParameters"); utilgl::singleDrawImagePlaneRect(); shader_.deactivate(); utilgl::deactivateCurrentTarget(); } }