.link = shader_vblend_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/vblend.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_vblend_uCamera;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_vblend_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_vblend_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_vblend_uPv,1,GL_FALSE,(float*)m);
}
static void shader_vblend_uTexGarbage(int i){
- glUniform1i( _uniform_vblend_uTexGarbage, i );
+ glUniform1i(_uniform_vblend_uTexGarbage,i);
}
static void shader_vblend_uTexGradients(int i){
- glUniform1i( _uniform_vblend_uTexGradients, i );
+ glUniform1i(_uniform_vblend_uTexGradients,i);
}
static void shader_vblend_uCamera(v3f v){
- glUniform3fv( _uniform_vblend_uCamera, 1, v );
+ glUniform3fv(_uniform_vblend_uCamera,1,v);
}
static void shader_vblend_g_world_depth(int i){
- glUniform1i( _uniform_vblend_g_world_depth, i );
+ glUniform1i(_uniform_vblend_g_world_depth,i);
}
static void shader_vblend_register(void){
vg_shader_register( &_shader_vblend );