projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
segfault
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.c
diff --git
a/world_water.c
b/world_water.c
index fca39720e0aa5ad119da60e34adf18d18a95f55e..87b5a62490ca51a9a244dd886b65348ecb90d3eb 100644
(file)
--- a/
world_water.c
+++ b/
world_water.c
@@
-12,7
+12,7
@@
#include "shaders/scene_water_fast.h"
#include "scene.h"
#include "shaders/scene_water_fast.h"
#include "scene.h"
-
VG_STATIC
void world_water_init(void)
+
static
void world_water_init(void)
{
vg_info( "world_water_init\n" );
shader_scene_water_register();
{
vg_info( "world_water_init\n" );
shader_scene_water_register();
@@
-25,27
+25,27
@@
VG_STATIC void world_water_init(void)
vg_success( "done\n" );
}
vg_success( "done\n" );
}
-
VG_STATIC
void water_set_surface( world_instance *world, float height )
+
static
void water_set_surface( world_instance *world, float height )
{
world->water.height = height;
v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
}
{
world->water.height = height;
v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
}
-
VG_STATIC
void world_link_lighting_ub( world_instance *world, GLuint shader );
-
VG_STATIC
void world_bind_position_texture( world_instance *world,
+
static
void world_link_lighting_ub( world_instance *world, GLuint shader );
+
static
void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
GLuint shader, GLuint location,
int slot );
-
VG_STATIC
void world_bind_light_array( world_instance *world,
+
static
void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
int slot );
GLuint shader, GLuint location,
int slot );
-
VG_STATIC
void world_bind_light_index( world_instance *world,
+
static
void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
int slot );
/*
* Does not write motion vectors
*/
GLuint shader, GLuint location,
int slot );
/*
* Does not write motion vectors
*/
-
VG_STATIC
void render_water_texture( world_instance *world, camera *cam,
+
static
void render_water_texture( world_instance *world, camera *cam,
int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
@@
-121,7
+121,7
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam,
//glViewport( 0,0, g_render_x, g_render_y );
}
//glViewport( 0,0, g_render_x, g_render_y );
}
-
VG_STATIC
void render_water_surface( world_instance *world, camera *cam )
+
static
void render_water_surface( world_instance *world, camera *cam )
{
if( !world->water.enabled )
return;
{
if( !world->water.enabled )
return;