shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index a333516e453f3db277b8970a0707e2691b06d8e5..6c76dfe26b11d5df1cc7708230d4caad78dbeb07 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_water = {
    .link = shader_water_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_water = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/water.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -240,40 +238,40 @@ static GLuint _uniform_water_uShoreColour;
 static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
 static void shader_water_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uTexMain(int i){
-   glUniform1i( _uniform_water_uTexMain, i );
+   glUniform1i(_uniform_water_uTexMain,i);
 }
 static void shader_water_uTexDudv(int i){
-   glUniform1i( _uniform_water_uTexDudv, i );
+   glUniform1i(_uniform_water_uTexDudv,i);
 }
 static void shader_water_uTexBack(int i){
-   glUniform1i( _uniform_water_uTexBack, i );
+   glUniform1i(_uniform_water_uTexBack,i);
 }
 static void shader_water_uInvRes(v2f v){
-   glUniform2fv( _uniform_water_uInvRes, 1, v );
+   glUniform2fv(_uniform_water_uInvRes,1,v);
 }
 static void shader_water_uTime(float f){
-   glUniform1f( _uniform_water_uTime, f );
+   glUniform1f(_uniform_water_uTime,f);
 }
 static void shader_water_uCamera(v3f v){
-   glUniform3fv( _uniform_water_uCamera, 1, v );
+   glUniform3fv(_uniform_water_uCamera,1,v);
 }
 static void shader_water_uSurfaceY(float f){
-   glUniform1f( _uniform_water_uSurfaceY, f );
+   glUniform1f(_uniform_water_uSurfaceY,f);
 }
 static void shader_water_uShoreColour(v3f v){
-   glUniform3fv( _uniform_water_uShoreColour, 1, v );
+   glUniform3fv(_uniform_water_uShoreColour,1,v);
 }
 static void shader_water_uOceanColour(v3f v){
-   glUniform3fv( _uniform_water_uOceanColour, 1, v );
+   glUniform3fv(_uniform_water_uOceanColour,1,v);
 }
 static void shader_water_g_world_depth(int i){
-   glUniform1i( _uniform_water_g_world_depth, i );
+   glUniform1i(_uniform_water_g_world_depth,i);
 }
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );