ignore autogenerated headers
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
diff --git a/shaders/scene_water_fast.h b/shaders/scene_water_fast.h
deleted file mode 100644 (file)
index e0f1b4c..0000000
+++ /dev/null
@@ -1,70 +0,0 @@
-#pragma once
-#include "vg/vg_engine.h"
-extern struct vg_shader _shader_scene_water_fast;
-extern GLuint _uniform_scene_water_fast_uMdl;
-extern GLuint _uniform_scene_water_fast_uPv;
-extern GLuint _uniform_scene_water_fast_uPvmPrev;
-extern GLuint _uniform_scene_water_fast_uTexDudv;
-extern GLuint _uniform_scene_water_fast_uTime;
-extern GLuint _uniform_scene_water_fast_uCamera;
-extern GLuint _uniform_scene_water_fast_uSurfaceY;
-extern GLuint _uniform_scene_water_fast_uBoard0;
-extern GLuint _uniform_scene_water_fast_uBoard1;
-extern GLuint _uniform_scene_water_fast_uShoreColour;
-extern GLuint _uniform_scene_water_fast_uOceanColour;
-extern GLuint _uniform_scene_water_fast_g_world_depth;
-extern GLuint _uniform_scene_water_fast_uLightsArray;
-extern GLuint _uniform_scene_water_fast_uLightsIndex;
-static inline void shader_scene_water_fast_uMdl(m4x3f m)
-{
-   glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_fast_uPv(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_water_fast_uPv,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_fast_uPvmPrev(m4x4f m)
-{
-   glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev,1,GL_FALSE,(f32*)m);
-}
-static inline void shader_scene_water_fast_uTexDudv(int i)
-{
-   glUniform1i(_uniform_scene_water_fast_uTexDudv,i);
-}
-static inline void shader_scene_water_fast_uTime(f32 f)
-{
-   glUniform1f(_uniform_scene_water_fast_uTime,f);
-}
-static inline void shader_scene_water_fast_uCamera(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_fast_uCamera,1,v);
-}
-static inline void shader_scene_water_fast_uSurfaceY(f32 f)
-{
-   glUniform1f(_uniform_scene_water_fast_uSurfaceY,f);
-}
-static inline void shader_scene_water_fast_uBoard0(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_fast_uBoard0,1,v);
-}
-static inline void shader_scene_water_fast_uBoard1(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_fast_uBoard1,1,v);
-}
-static inline void shader_scene_water_fast_uShoreColour(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_fast_uShoreColour,1,v);
-}
-static inline void shader_scene_water_fast_uOceanColour(v3f v)
-{
-   glUniform3fv(_uniform_scene_water_fast_uOceanColour,1,v);
-}
-static inline void shader_scene_water_fast_g_world_depth(int i)
-{
-   glUniform1i(_uniform_scene_water_fast_g_world_depth,i);
-}
-static inline void shader_scene_water_fast_use(void);
-static inline void shader_scene_water_fast_use(void)
-{
-   glUseProgram(_shader_scene_water_fast.id);
-}