fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.h
index 1bf8afef0c4584d294bbe044780fbbd4485759d3..d92537eb1566fada932ddb4c4dc121828f776eaf 100644 (file)
 #include "render.h"
 #include "camera.h"
 
-#include "shaders/gatelq.h"
+#include "shaders/model_gate.h"
 #include "world_water.h"
 
-
 VG_STATIC void gate_transform_update( teleport_gate *gate )
 {
    m4x3f to_local;
@@ -32,7 +31,7 @@ VG_STATIC void world_gates_init(void)
 {
    vg_info( "world_gates_init\n" );
 
-   shader_gatelq_register();
+   shader_model_gate_register();
 
    vg_linear_clear( vg_mem.scratch );
    mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
@@ -110,12 +109,12 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
       m4x3_copy( gate->to_world, gate_xform );
       m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
    
-      shader_gatelq_use();
-      shader_gatelq_uPv( cam->mtx.pv );
-      shader_gatelq_uMdl( gate_xform );
-      shader_gatelq_uCam( cam->pos );
-      shader_gatelq_uTime( vg.time*0.25f );
-      shader_gatelq_uInvRes( (v2f){
+      shader_model_gate_use();
+      shader_model_gate_uPv( cam->mtx.pv );
+      shader_model_gate_uMdl( gate_xform );
+      shader_model_gate_uCam( cam->pos );
+      shader_model_gate_uTime( vg.time*0.25f );
+      shader_model_gate_uInvRes( (v2f){
             1.0f / (float)vg.window_x,
             1.0f / (float)vg.window_y });