" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
static GLuint _uniform_water_fast_uOceanColour;
static GLuint _uniform_water_fast_g_world_depth;
static void shader_water_fast_uMdl(m4x3f m){
static GLuint _uniform_water_fast_uOceanColour;
static GLuint _uniform_water_fast_g_world_depth;
static void shader_water_fast_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m);
- glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);