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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
gpos.h
diff --git
a/shaders/gpos.h
b/shaders/gpos.h
index 1cb364e0f324bca58941f1af8bf24bdb20868ce0..8b7dbf416b00c9b3871f2a53b96f05973ec74d40 100644
(file)
--- a/
shaders/gpos.h
+++ b/
shaders/gpos.h
@@
-18,8
+18,8
@@
static struct vg_shader _shader_gpos = {
"\n"
"#line 2 0 \n"
"\n"
"\n"
"#line 2 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
@@
-174,16
+174,16
@@
static struct vg_shader _shader_gpos = {
""},
};
""},
};
-static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uMdl;
static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
-static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_gpos_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
}
static void shader_gpos_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
}
+static void shader_gpos_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_gpos_uCamera(v3f v){
glUniform3fv( _uniform_gpos_uCamera, 1, v );
}
static void shader_gpos_uCamera(v3f v){
glUniform3fv( _uniform_gpos_uCamera, 1, v );
}
@@
-195,8
+195,8
@@
static void shader_gpos_register(void){
}
static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
static void shader_gpos_link(void){
}
static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
static void shader_gpos_link(void){
- _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
+ _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}