.link = shader_sky_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/sky.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
static void shader_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_sky_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
}
static void shader_sky_uColour(v4f v){
- glUniform4fv( _uniform_sky_uColour, 1, v );
+ glUniform4fv(_uniform_sky_uColour,1,v);
}
static void shader_sky_uTexGarbage(int i){
- glUniform1i( _uniform_sky_uTexGarbage, i );
+ glUniform1i(_uniform_sky_uTexGarbage,i);
}
static void shader_sky_uTime(float f){
- glUniform1f( _uniform_sky_uTime, f );
+ glUniform1f(_uniform_sky_uTime,f);
}
static void shader_sky_register(void){
vg_shader_register( &_shader_sky );