X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fterrain.h;fp=shaders%2Fterrain.h;h=5ebef38e970aa36c7488362763fa31013e4d30d5;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=063566282c27bb944818e249f5e1df702f784954;hpb=d5405f24a854aff8b76bb126492f2c18bc874270;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 0635662..5ebef38 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -18,8 +18,8 @@ static struct vg_shader _shader_terrain = { "\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" @@ -200,18 +200,18 @@ static struct vg_shader _shader_terrain = { ""}, }; -static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; +static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; static GLuint _uniform_terrain_g_world_depth; -static void shader_terrain_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_terrain_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_terrain_uTexGarbage(int i){ glUniform1i( _uniform_terrain_uTexGarbage, i ); } @@ -229,8 +229,8 @@ static void shader_terrain_register(void){ } static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); } static void shader_terrain_link(void){ - _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); + _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );