static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
static void shader_sky_uMdl(m4x3f m){
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
static void shader_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);