ignore autogenerated headers
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.h
diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h
deleted file mode 100644 (file)
index 37b6a3c..0000000
+++ /dev/null
@@ -1,55 +0,0 @@
-#pragma once
-#include "vg/vg_engine.h"
-extern struct vg_shader _shader_scene_terrain;
-extern GLuint _uniform_scene_terrain_uMdl;
-extern GLuint _uniform_scene_terrain_uPv;
-extern GLuint _uniform_scene_terrain_uPvmPrev;
-extern GLuint _uniform_scene_terrain_uTexGarbage;
-extern GLuint _uniform_scene_terrain_uTexGradients;
-extern GLuint _uniform_scene_terrain_uCamera;
-extern GLuint _uniform_scene_terrain_uSandColour;
-extern GLuint _uniform_scene_terrain_uBlendOffset;
-extern GLuint _uniform_scene_terrain_g_world_depth;
-extern GLuint _uniform_scene_terrain_uLightsArray;
-extern GLuint _uniform_scene_terrain_uLightsIndex;
-static inline void shader_scene_terrain_uMdl(m4x3f m)
-{
-   glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_terrain_uPv(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_terrain_uPvmPrev(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_terrain_uTexGarbage(int i)
-{
-   glUniform1i(_uniform_scene_terrain_uTexGarbage,i);
-}
-static inline void shader_scene_terrain_uTexGradients(int i)
-{
-   glUniform1i(_uniform_scene_terrain_uTexGradients,i);
-}
-static inline void shader_scene_terrain_uCamera(v3f v)
-{
-   glUniform3fv(_uniform_scene_terrain_uCamera,1,v);
-}
-static inline void shader_scene_terrain_uSandColour(v3f v)
-{
-   glUniform3fv(_uniform_scene_terrain_uSandColour,1,v);
-}
-static inline void shader_scene_terrain_uBlendOffset(v2f v)
-{
-   glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
-}
-static inline void shader_scene_terrain_g_world_depth(int i)
-{
-   glUniform1i(_uniform_scene_terrain_g_world_depth,i);
-}
-static inline void shader_scene_terrain_use(void);
-static inline void shader_scene_terrain_use(void)
-{
-   glUseProgram(_shader_scene_terrain.id);
-}