X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Froute.h;fp=shaders%2Froute.h;h=44fc21316d4845fe5c6addc404e4842d5a163924;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=6ee4761560e7649bdc36843292e987517c58eb3f;hpb=e591be4b2ed26bbaaea79eff64e7b6070362a6ef;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/route.h b/shaders/route.h index 6ee4761..44fc213 100644 --- a/shaders/route.h +++ b/shaders/route.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_route = { .link = shader_route_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_route = { ""}, .fs = { -.orig_file = "../../shaders/route.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -213,25 +211,25 @@ static GLuint _uniform_route_uCamera; static GLuint _uniform_route_uColour; static GLuint _uniform_route_g_world_depth; static void shader_route_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_route_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m); } static void shader_route_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_route_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_route_uPv,1,GL_FALSE,(float*)m); } static void shader_route_uTexGarbage(int i){ - glUniform1i( _uniform_route_uTexGarbage, i ); + glUniform1i(_uniform_route_uTexGarbage,i); } static void shader_route_uTexGradients(int i){ - glUniform1i( _uniform_route_uTexGradients, i ); + glUniform1i(_uniform_route_uTexGradients,i); } static void shader_route_uCamera(v3f v){ - glUniform3fv( _uniform_route_uCamera, 1, v ); + glUniform3fv(_uniform_route_uCamera,1,v); } static void shader_route_uColour(v4f v){ - glUniform4fv( _uniform_route_uColour, 1, v ); + glUniform4fv(_uniform_route_uColour,1,v); } static void shader_route_g_world_depth(int i){ - glUniform1i( _uniform_route_g_world_depth, i ); + glUniform1i(_uniform_route_g_world_depth,i); } static void shader_route_register(void){ vg_shader_register( &_shader_route );