X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_water.c;fp=world_water.c;h=87b5a62490ca51a9a244dd886b65348ecb90d3eb;hb=22f62f001f21d1b91fefd9fc495c122d9ddf205a;hp=fca39720e0aa5ad119da60e34adf18d18a95f55e;hpb=a5cdfe2fc872f03c7988d63498abb7e7827325c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.c b/world_water.c index fca3972..87b5a62 100644 --- a/world_water.c +++ b/world_water.c @@ -12,7 +12,7 @@ #include "shaders/scene_water_fast.h" #include "scene.h" -VG_STATIC void world_water_init(void) +static void world_water_init(void) { vg_info( "world_water_init\n" ); shader_scene_water_register(); @@ -25,27 +25,27 @@ VG_STATIC void world_water_init(void) vg_success( "done\n" ); } -VG_STATIC void water_set_surface( world_instance *world, float height ) +static void water_set_surface( world_instance *world, float height ) { world->water.height = height; v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane ); } -VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ); -VG_STATIC void world_bind_position_texture( world_instance *world, +static void world_link_lighting_ub( world_instance *world, GLuint shader ); +static void world_bind_position_texture( world_instance *world, GLuint shader, GLuint location, int slot ); -VG_STATIC void world_bind_light_array( world_instance *world, +static void world_bind_light_array( world_instance *world, GLuint shader, GLuint location, int slot ); -VG_STATIC void world_bind_light_index( world_instance *world, +static void world_bind_light_index( world_instance *world, GLuint shader, GLuint location, int slot ); /* * Does not write motion vectors */ -VG_STATIC void render_water_texture( world_instance *world, camera *cam, +static void render_water_texture( world_instance *world, camera *cam, int layer_depth ) { if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) @@ -121,7 +121,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam, //glViewport( 0,0, g_render_x, g_render_y ); } -VG_STATIC void render_water_surface( world_instance *world, camera *cam ) +static void render_water_surface( world_instance *world, camera *cam ) { if( !world->water.enabled ) return;