.link = shader_water_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/water.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_water_uOceanColour;
static GLuint _uniform_water_g_world_depth;
static void shader_water_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_water_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m);
}
static void shader_water_uTexMain(int i){
- glUniform1i( _uniform_water_uTexMain, i );
+ glUniform1i(_uniform_water_uTexMain,i);
}
static void shader_water_uTexDudv(int i){
- glUniform1i( _uniform_water_uTexDudv, i );
+ glUniform1i(_uniform_water_uTexDudv,i);
}
static void shader_water_uTexBack(int i){
- glUniform1i( _uniform_water_uTexBack, i );
+ glUniform1i(_uniform_water_uTexBack,i);
}
static void shader_water_uInvRes(v2f v){
- glUniform2fv( _uniform_water_uInvRes, 1, v );
+ glUniform2fv(_uniform_water_uInvRes,1,v);
}
static void shader_water_uTime(float f){
- glUniform1f( _uniform_water_uTime, f );
+ glUniform1f(_uniform_water_uTime,f);
}
static void shader_water_uCamera(v3f v){
- glUniform3fv( _uniform_water_uCamera, 1, v );
+ glUniform3fv(_uniform_water_uCamera,1,v);
}
static void shader_water_uSurfaceY(float f){
- glUniform1f( _uniform_water_uSurfaceY, f );
+ glUniform1f(_uniform_water_uSurfaceY,f);
}
static void shader_water_uShoreColour(v3f v){
- glUniform3fv( _uniform_water_uShoreColour, 1, v );
+ glUniform3fv(_uniform_water_uShoreColour,1,v);
}
static void shader_water_uOceanColour(v3f v){
- glUniform3fv( _uniform_water_uOceanColour, 1, v );
+ glUniform3fv(_uniform_water_uOceanColour,1,v);
}
static void shader_water_g_world_depth(int i){
- glUniform1i( _uniform_water_g_world_depth, i );
+ glUniform1i(_uniform_water_g_world_depth,i);
}
static void shader_water_register(void){
vg_shader_register( &_shader_water );