projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vblend.h
diff --git
a/shaders/vblend.h
b/shaders/vblend.h
index 0364f658d657e85a0477abeafbfdb2d23c50e4ce..9e7b0e241c753a9f4347d1ed1baee7620ea06396 100644
(file)
--- a/
shaders/vblend.h
+++ b/
shaders/vblend.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_vblend = {
.link = shader_vblend_link,
.vs =
{
.link = shader_vblend_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_vblend = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/vblend.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-212,22
+210,22
@@
static GLuint _uniform_vblend_uTexGradients;
static GLuint _uniform_vblend_uCamera;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uMdl(m4x3f m){
static GLuint _uniform_vblend_uCamera;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uMdl(m4x3f m){
- glUniformMatrix4x3fv(
_uniform_vblend_uMdl, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4x3fv(
_uniform_vblend_uMdl,1,GL_FALSE,(float*)m
);
}
static void shader_vblend_uPv(m4x4f m){
}
static void shader_vblend_uPv(m4x4f m){
- glUniformMatrix4fv(
_uniform_vblend_uPv, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4fv(
_uniform_vblend_uPv,1,GL_FALSE,(float*)m
);
}
static void shader_vblend_uTexGarbage(int i){
}
static void shader_vblend_uTexGarbage(int i){
- glUniform1i(
_uniform_vblend_uTexGarbage, i
);
+ glUniform1i(
_uniform_vblend_uTexGarbage,i
);
}
static void shader_vblend_uTexGradients(int i){
}
static void shader_vblend_uTexGradients(int i){
- glUniform1i(
_uniform_vblend_uTexGradients, i
);
+ glUniform1i(
_uniform_vblend_uTexGradients,i
);
}
static void shader_vblend_uCamera(v3f v){
}
static void shader_vblend_uCamera(v3f v){
- glUniform3fv(
_uniform_vblend_uCamera, 1, v
);
+ glUniform3fv(
_uniform_vblend_uCamera,1,v
);
}
static void shader_vblend_g_world_depth(int i){
}
static void shader_vblend_g_world_depth(int i){
- glUniform1i(
_uniform_vblend_g_world_depth, i
);
+ glUniform1i(
_uniform_vblend_g_world_depth,i
);
}
static void shader_vblend_register(void){
vg_shader_register( &_shader_vblend );
}
static void shader_vblend_register(void){
vg_shader_register( &_shader_vblend );