change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
index d19c02d050527c5e26007a44a78fe032626507a9..50ac3d2552eeba72cb485e7ffe6a3fd43f043821 100644 (file)
@@ -15,6 +15,9 @@ extern GLuint _uniform_scene_water_uBoard0;
 extern GLuint _uniform_scene_water_uBoard1;
 extern GLuint _uniform_scene_water_uShoreColour;
 extern GLuint _uniform_scene_water_uOceanColour;
+extern GLuint _uniform_scene_water_uFresnel;
+extern GLuint _uniform_scene_water_uWaterScale;
+extern GLuint _uniform_scene_water_uWaveSpeed;
 extern GLuint _uniform_scene_water_g_world_depth;
 extern GLuint _uniform_scene_water_uLightsArray;
 extern GLuint _uniform_scene_water_uLightsIndex;
@@ -74,6 +77,18 @@ static inline void shader_scene_water_uOceanColour(v3f v)
 {
    glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
 }
+static inline void shader_scene_water_uFresnel(f32 f)
+{
+   glUniform1f(_uniform_scene_water_uFresnel,f);
+}
+static inline void shader_scene_water_uWaterScale(f32 f)
+{
+   glUniform1f(_uniform_scene_water_uWaterScale,f);
+}
+static inline void shader_scene_water_uWaveSpeed(v4f v)
+{
+   glUniform4fv(_uniform_scene_water_uWaveSpeed,1,v);
+}
 static inline void shader_scene_water_g_world_depth(int i)
 {
    glUniform1i(_uniform_scene_water_g_world_depth,i);