X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_terrain.h;fp=shaders%2Fscene_terrain.h;h=0000000000000000000000000000000000000000;hb=bececcbb7b2e886e72425e7c070e1fdc3aa126dc;hp=37b6a3c2b9f77ebdc890946e33c5f6657780daba;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h deleted file mode 100644 index 37b6a3c..0000000 --- a/shaders/scene_terrain.h +++ /dev/null @@ -1,55 +0,0 @@ -#pragma once -#include "vg/vg_engine.h" -extern struct vg_shader _shader_scene_terrain; -extern GLuint _uniform_scene_terrain_uMdl; -extern GLuint _uniform_scene_terrain_uPv; -extern GLuint _uniform_scene_terrain_uPvmPrev; -extern GLuint _uniform_scene_terrain_uTexGarbage; -extern GLuint _uniform_scene_terrain_uTexGradients; -extern GLuint _uniform_scene_terrain_uCamera; -extern GLuint _uniform_scene_terrain_uSandColour; -extern GLuint _uniform_scene_terrain_uBlendOffset; -extern GLuint _uniform_scene_terrain_g_world_depth; -extern GLuint _uniform_scene_terrain_uLightsArray; -extern GLuint _uniform_scene_terrain_uLightsIndex; -static inline void shader_scene_terrain_uMdl(m4x3f m) -{ - glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_terrain_uPv(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_terrain_uPvmPrev(m4x4f m) -{ - glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(f32*)m); -} -static inline void shader_scene_terrain_uTexGarbage(int i) -{ - glUniform1i(_uniform_scene_terrain_uTexGarbage,i); -} -static inline void shader_scene_terrain_uTexGradients(int i) -{ - glUniform1i(_uniform_scene_terrain_uTexGradients,i); -} -static inline void shader_scene_terrain_uCamera(v3f v) -{ - glUniform3fv(_uniform_scene_terrain_uCamera,1,v); -} -static inline void shader_scene_terrain_uSandColour(v3f v) -{ - glUniform3fv(_uniform_scene_terrain_uSandColour,1,v); -} -static inline void shader_scene_terrain_uBlendOffset(v2f v) -{ - glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v); -} -static inline void shader_scene_terrain_g_world_depth(int i) -{ - glUniform1i(_uniform_scene_terrain_g_world_depth,i); -} -static inline void shader_scene_terrain_use(void); -static inline void shader_scene_terrain_use(void) -{ - glUseProgram(_shader_scene_terrain.id); -}