even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water_fast.h
index 415d477be5759e2aa4a3828ed3183b1a2b0a6817..8cc3f50a8406854b858f2d78d22842c4ad601f28 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_water_fast = {
    .link = shader_water_fast_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_fast = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/water_fast.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -219,31 +217,31 @@ static GLuint _uniform_water_fast_uShoreColour;
 static GLuint _uniform_water_fast_uOceanColour;
 static GLuint _uniform_water_fast_g_world_depth;
 static void shader_water_fast_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_water_fast_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_water_fast_uTexDudv(int i){
-   glUniform1i( _uniform_water_fast_uTexDudv, i );
+   glUniform1i(_uniform_water_fast_uTexDudv,i);
 }
 static void shader_water_fast_uTime(float f){
-   glUniform1f( _uniform_water_fast_uTime, f );
+   glUniform1f(_uniform_water_fast_uTime,f);
 }
 static void shader_water_fast_uCamera(v3f v){
-   glUniform3fv( _uniform_water_fast_uCamera, 1, v );
+   glUniform3fv(_uniform_water_fast_uCamera,1,v);
 }
 static void shader_water_fast_uSurfaceY(float f){
-   glUniform1f( _uniform_water_fast_uSurfaceY, f );
+   glUniform1f(_uniform_water_fast_uSurfaceY,f);
 }
 static void shader_water_fast_uShoreColour(v3f v){
-   glUniform3fv( _uniform_water_fast_uShoreColour, 1, v );
+   glUniform3fv(_uniform_water_fast_uShoreColour,1,v);
 }
 static void shader_water_fast_uOceanColour(v3f v){
-   glUniform3fv( _uniform_water_fast_uOceanColour, 1, v );
+   glUniform3fv(_uniform_water_fast_uOceanColour,1,v);
 }
 static void shader_water_fast_g_world_depth(int i){
-   glUniform1i( _uniform_water_fast_g_world_depth, i );
+   glUniform1i(_uniform_water_fast_g_world_depth,i);
 }
 static void shader_water_fast_register(void){
    vg_shader_register( &_shader_water_fast );