X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=inline;f=shaders%2Fscene_water_fast.h;fp=shaders%2Fscene_water_fast.h;h=0000000000000000000000000000000000000000;hb=bececcbb7b2e886e72425e7c070e1fdc3aa126dc;hp=e0f1b4c1c2641ca0483051e7f36dee4bae2fa829;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water_fast.h b/shaders/scene_water_fast.h deleted file mode 100644 index e0f1b4c..0000000 --- a/shaders/scene_water_fast.h +++ /dev/null @@ -1,70 +0,0 @@ -#pragma once -#include "vg/vg_engine.h" -extern struct vg_shader _shader_scene_water_fast; -extern GLuint _uniform_scene_water_fast_uMdl; -extern GLuint _uniform_scene_water_fast_uPv; -extern GLuint _uniform_scene_water_fast_uPvmPrev; -extern GLuint _uniform_scene_water_fast_uTexDudv; -extern GLuint _uniform_scene_water_fast_uTime; -extern GLuint _uniform_scene_water_fast_uCamera; -extern GLuint _uniform_scene_water_fast_uSurfaceY; -extern GLuint _uniform_scene_water_fast_uBoard0; -extern GLuint _uniform_scene_water_fast_uBoard1; -extern GLuint _uniform_scene_water_fast_uShoreColour; -extern GLuint _uniform_scene_water_fast_uOceanColour; -extern GLuint _uniform_scene_water_fast_g_world_depth; -extern GLuint _uniform_scene_water_fast_uLightsArray; -extern GLuint _uniform_scene_water_fast_uLightsIndex; -static inline void shader_scene_water_fast_uMdl(m4x3f m) -{ - glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_fast_uPv(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_water_fast_uPv,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_fast_uPvmPrev(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_water_fast_uTexDudv(int i) -{ - glUniform1i(_uniform_scene_water_fast_uTexDudv,i); -} -static inline void shader_scene_water_fast_uTime(f32 f) -{ - glUniform1f(_uniform_scene_water_fast_uTime,f); -} -static inline void shader_scene_water_fast_uCamera(v3f v) -{ - glUniform3fv(_uniform_scene_water_fast_uCamera,1,v); -} -static inline void shader_scene_water_fast_uSurfaceY(f32 f) -{ - glUniform1f(_uniform_scene_water_fast_uSurfaceY,f); -} -static inline void shader_scene_water_fast_uBoard0(v3f v) -{ - glUniform3fv(_uniform_scene_water_fast_uBoard0,1,v); -} -static inline void shader_scene_water_fast_uBoard1(v3f v) -{ - glUniform3fv(_uniform_scene_water_fast_uBoard1,1,v); -} -static inline void shader_scene_water_fast_uShoreColour(v3f v) -{ - glUniform3fv(_uniform_scene_water_fast_uShoreColour,1,v); -} -static inline void shader_scene_water_fast_uOceanColour(v3f v) -{ - glUniform3fv(_uniform_scene_water_fast_uOceanColour,1,v); -} -static inline void shader_scene_water_fast_g_world_depth(int i) -{ - glUniform1i(_uniform_scene_water_fast_g_world_depth,i); -} -static inline void shader_scene_water_fast_use(void); -static inline void shader_scene_water_fast_use(void) -{ - glUseProgram(_shader_scene_water_fast.id); -}