" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
-" vec4 diffuse = texture( uTexMain, aUv );\n"
-" FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
+" FragColor = texture( uTexMain, aUv ) * uColour;\n"
static void shader_model_font_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
}
static void shader_model_font_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
}
-static void shader_model_font_uOffset(v3f v){
- glUniform3fv(_uniform_model_font_uOffset,1,v);
+static void shader_model_font_uOffset(v4f v){
+ glUniform4fv(_uniform_model_font_uOffset,1,v);
}
static void shader_model_font_uTexMain(int i){
glUniform1i(_uniform_model_font_uTexMain,i);
}
static void shader_model_font_uTexMain(int i){
glUniform1i(_uniform_model_font_uTexMain,i);