X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_foliage.h;fp=shaders%2Fscene_foliage.h;h=0000000000000000000000000000000000000000;hb=bececcbb7b2e886e72425e7c070e1fdc3aa126dc;hp=2f4249ecc84ef90648ae760f3f03742dac8e697a;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_foliage.h b/shaders/scene_foliage.h deleted file mode 100644 index 2f4249e..0000000 --- a/shaders/scene_foliage.h +++ /dev/null @@ -1,55 +0,0 @@ -#pragma once -#include "vg/vg_engine.h" -extern struct vg_shader _shader_scene_foliage; -extern GLuint _uniform_scene_foliage_uMdl; -extern GLuint _uniform_scene_foliage_uPv; -extern GLuint _uniform_scene_foliage_uPvmPrev; -extern GLuint _uniform_scene_foliage_uTime; -extern GLuint _uniform_scene_foliage_uTexGarbage; -extern GLuint _uniform_scene_foliage_uTexMain; -extern GLuint _uniform_scene_foliage_uCamera; -extern GLuint _uniform_scene_foliage_uPlane; -extern GLuint _uniform_scene_foliage_g_world_depth; -extern GLuint _uniform_scene_foliage_uLightsArray; -extern GLuint _uniform_scene_foliage_uLightsIndex; -static inline void shader_scene_foliage_uMdl(m4x3f m) -{ - glUniformMatrix4x3fv(_uniform_scene_foliage_uMdl,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_foliage_uPv(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_foliage_uPv,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_foliage_uPvmPrev(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_foliage_uPvmPrev,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_foliage_uTime(f32 f) -{ - glUniform1f(_uniform_scene_foliage_uTime,f); -} -static inline void shader_scene_foliage_uTexGarbage(int i) -{ - glUniform1i(_uniform_scene_foliage_uTexGarbage,i); -} -static inline void shader_scene_foliage_uTexMain(int i) -{ - glUniform1i(_uniform_scene_foliage_uTexMain,i); -} -static inline void shader_scene_foliage_uCamera(v3f v) -{ - glUniform3fv(_uniform_scene_foliage_uCamera,1,v); -} -static inline void shader_scene_foliage_uPlane(v4f v) -{ - glUniform4fv(_uniform_scene_foliage_uPlane,1,v); -} -static inline void shader_scene_foliage_g_world_depth(int i) -{ - glUniform1i(_uniform_scene_foliage_g_world_depth,i); -} -static inline void shader_scene_foliage_use(void); -static inline void shader_scene_foliage_use(void) -{ - glUseProgram(_shader_scene_foliage.id); -}