ignore autogenerated headers
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
diff --git a/shaders/scene_water.h b/shaders/scene_water.h
deleted file mode 100644 (file)
index 50ac3d2..0000000
+++ /dev/null
@@ -1,100 +0,0 @@
-#pragma once
-#include "vg/vg_engine.h"
-extern struct vg_shader _shader_scene_water;
-extern GLuint _uniform_scene_water_uMdl;
-extern GLuint _uniform_scene_water_uPv;
-extern GLuint _uniform_scene_water_uPvmPrev;
-extern GLuint _uniform_scene_water_uTexMain;
-extern GLuint _uniform_scene_water_uTexDudv;
-extern GLuint _uniform_scene_water_uTexBack;
-extern GLuint _uniform_scene_water_uInvRes;
-extern GLuint _uniform_scene_water_uTime;
-extern GLuint _uniform_scene_water_uCamera;
-extern GLuint _uniform_scene_water_uSurfaceY;
-extern GLuint _uniform_scene_water_uBoard0;
-extern GLuint _uniform_scene_water_uBoard1;
-extern GLuint _uniform_scene_water_uShoreColour;
-extern GLuint _uniform_scene_water_uOceanColour;
-extern GLuint _uniform_scene_water_uFresnel;
-extern GLuint _uniform_scene_water_uWaterScale;
-extern GLuint _uniform_scene_water_uWaveSpeed;
-extern GLuint _uniform_scene_water_g_world_depth;
-extern GLuint _uniform_scene_water_uLightsArray;
-extern GLuint _uniform_scene_water_uLightsIndex;
-static inline void shader_scene_water_uMdl(m4x3f m)
-{
-   glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_uPv(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_uPvmPrev(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_uTexMain(int i)
-{
-   glUniform1i(_uniform_scene_water_uTexMain,i);
-}
-static inline void shader_scene_water_uTexDudv(int i)
-{
-   glUniform1i(_uniform_scene_water_uTexDudv,i);
-}
-static inline void shader_scene_water_uTexBack(int i)
-{
-   glUniform1i(_uniform_scene_water_uTexBack,i);
-}
-static inline void shader_scene_water_uInvRes(v2f v)
-{
-   glUniform2fv(_uniform_scene_water_uInvRes,1,v);
-}
-static inline void shader_scene_water_uTime(f32 f)
-{
-   glUniform1f(_uniform_scene_water_uTime,f);
-}
-static inline void shader_scene_water_uCamera(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_uCamera,1,v);
-}
-static inline void shader_scene_water_uSurfaceY(f32 f)
-{
-   glUniform1f(_uniform_scene_water_uSurfaceY,f);
-}
-static inline void shader_scene_water_uBoard0(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_uBoard0,1,v);
-}
-static inline void shader_scene_water_uBoard1(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_uBoard1,1,v);
-}
-static inline void shader_scene_water_uShoreColour(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
-}
-static inline void shader_scene_water_uOceanColour(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
-}
-static inline void shader_scene_water_uFresnel(f32 f)
-{
-   glUniform1f(_uniform_scene_water_uFresnel,f);
-}
-static inline void shader_scene_water_uWaterScale(f32 f)
-{
-   glUniform1f(_uniform_scene_water_uWaterScale,f);
-}
-static inline void shader_scene_water_uWaveSpeed(v4f v)
-{
-   glUniform4fv(_uniform_scene_water_uWaveSpeed,1,v);
-}
-static inline void shader_scene_water_g_world_depth(int i)
-{
-   glUniform1i(_uniform_scene_water_g_world_depth,i);
-}
-static inline void shader_scene_water_use(void);
-static inline void shader_scene_water_use(void)
-{
-   glUseProgram(_shader_scene_water.id);
-}