shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 24eb0ea61bc89fae77af80ebf0ef2ec878e2a8e8..6b4c3de695a00f9e25e29cd15b088108cb612a6e 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_terrain = {
    .link = shader_terrain_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_terrain = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/terrain.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -217,28 +215,28 @@ static GLuint _uniform_terrain_uSandColour;
 static GLuint _uniform_terrain_uBlendOffset;
 static GLuint _uniform_terrain_g_world_depth;
 static void shader_terrain_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_terrain_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_terrain_uTexGarbage(int i){
-   glUniform1i( _uniform_terrain_uTexGarbage, i );
+   glUniform1i(_uniform_terrain_uTexGarbage,i);
 }
 static void shader_terrain_uTexGradients(int i){
-   glUniform1i( _uniform_terrain_uTexGradients, i );
+   glUniform1i(_uniform_terrain_uTexGradients,i);
 }
 static void shader_terrain_uCamera(v3f v){
-   glUniform3fv( _uniform_terrain_uCamera, 1, v );
+   glUniform3fv(_uniform_terrain_uCamera,1,v);
 }
 static void shader_terrain_uSandColour(v3f v){
-   glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+   glUniform3fv(_uniform_terrain_uSandColour,1,v);
 }
 static void shader_terrain_uBlendOffset(v2f v){
-   glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+   glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
 }
 static void shader_terrain_g_world_depth(int i){
-   glUniform1i( _uniform_terrain_g_world_depth, i );
+   glUniform1i(_uniform_terrain_g_world_depth,i);
 }
 static void shader_terrain_register(void){
    vg_shader_register( &_shader_terrain );