"\n"
"#line 2 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
""},
};
-static GLuint _uniform_sky_uPv;
static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uPv;
static GLuint _uniform_sky_uColour;
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
-static void shader_sky_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_sky_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
}
+static void shader_sky_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_sky_uColour(v4f v){
glUniform4fv( _uniform_sky_uColour, 1, v );
}
}
static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
static void shader_sky_link(void){
- _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
_uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
+ _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
_uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
_uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
_uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );