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;
{
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);