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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
gpos.h
diff --git
a/shaders/gpos.h
b/shaders/gpos.h
index 3c17cbb628280023113fcdf2c814a27f818b89d8..8549ec43384a2d0f2a3acc582014322cae69f03c 100644
(file)
--- a/
shaders/gpos.h
+++ b/
shaders/gpos.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_gpos = {
.link = shader_gpos_link,
.vs =
{
.link = shader_gpos_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"
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
@@
-40,7
+39,6
@@
static struct vg_shader _shader_gpos = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-185,16
+183,16
@@
static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static void shader_gpos_uMdl(m4x3f m){
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static void shader_gpos_uMdl(m4x3f m){
- glUniformMatrix4x3fv(
_uniform_gpos_uMdl, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4x3fv(
_uniform_gpos_uMdl,1,GL_FALSE,(float*)m
);
}
static void shader_gpos_uPv(m4x4f m){
}
static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv(
_uniform_gpos_uPv, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4fv(
_uniform_gpos_uPv,1,GL_FALSE,(float*)m
);
}
static void shader_gpos_uCamera(v3f v){
}
static void shader_gpos_uCamera(v3f v){
- glUniform3fv(
_uniform_gpos_uCamera, 1, v
);
+ glUniform3fv(
_uniform_gpos_uCamera,1,v
);
}
static void shader_gpos_g_world_depth(int i){
}
static void shader_gpos_g_world_depth(int i){
- glUniform1i(
_uniform_gpos_g_world_depth, i
);
+ glUniform1i(
_uniform_gpos_g_world_depth,i
);
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );