X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Falphatest.h;h=13d11ae4c47834fcedc2562d0ca8795eeece3770;hb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;hp=07908407de8157e18f9d52e01e8cab1cce5f6396;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/alphatest.h b/shaders/alphatest.h index 0790840..13d11ae 100644 --- a/shaders/alphatest.h +++ b/shaders/alphatest.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_alphatest = { .link = shader_alphatest_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_alphatest = { ""}, .fs = { -.orig_file = "../../shaders/std_alphatest.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -200,25 +198,25 @@ static GLuint _uniform_alphatest_uCamera; static GLuint _uniform_alphatest_uPlane; static GLuint _uniform_alphatest_g_world_depth; static void shader_alphatest_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m); } static void shader_alphatest_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m); } static void shader_alphatest_uTexGarbage(int i){ - glUniform1i( _uniform_alphatest_uTexGarbage, i ); + glUniform1i(_uniform_alphatest_uTexGarbage,i); } static void shader_alphatest_uTexMain(int i){ - glUniform1i( _uniform_alphatest_uTexMain, i ); + glUniform1i(_uniform_alphatest_uTexMain,i); } static void shader_alphatest_uCamera(v3f v){ - glUniform3fv( _uniform_alphatest_uCamera, 1, v ); + glUniform3fv(_uniform_alphatest_uCamera,1,v); } static void shader_alphatest_uPlane(v4f v){ - glUniform4fv( _uniform_alphatest_uPlane, 1, v ); + glUniform4fv(_uniform_alphatest_uPlane,1,v); } static void shader_alphatest_g_world_depth(int i){ - glUniform1i( _uniform_alphatest_g_world_depth, i ); + glUniform1i(_uniform_alphatest_g_world_depth,i); } static void shader_alphatest_register(void){ vg_shader_register( &_shader_alphatest );