"\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_water_uPv;
static GLuint _uniform_water_uMdl;
+static GLuint _uniform_water_uPv;
static GLuint _uniform_water_uTexMain;
static GLuint _uniform_water_uTexDudv;
static GLuint _uniform_water_uTexBack;
static GLuint _uniform_water_uCamera;
static GLuint _uniform_water_uSurfaceY;
static GLuint _uniform_water_g_world_depth;
-static void shader_water_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_water_uMdl(m4x3f 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 );
+}
static void shader_water_uTexMain(int i){
glUniform1i( _uniform_water_uTexMain, i );
}
}
static void shader_water_use(void){ glUseProgram(_shader_water.id); }
static void shader_water_link(void){
- _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
_uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
+ _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
_uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
_uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
_uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );