X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscoretext.h;h=fae077e81e93a83fe452c0ca20dab88c0725240e;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=0a4bc959149ff4e30648483a80f01b8026aa408f;hpb=e591be4b2ed26bbaaea79eff64e7b6070362a6ef;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scoretext.h b/shaders/scoretext.h index 0a4bc95..fae077e 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_scoretext = { .link = shader_scoretext_link, .vs = { -.orig_file = "../../shaders/scoretext.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -59,7 +58,6 @@ static struct vg_shader _shader_scoretext = { ""}, .fs = { -.orig_file = "../../shaders/vblend.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -232,25 +230,25 @@ static GLuint _uniform_scoretext_uTexGradients; static GLuint _uniform_scoretext_uCamera; static GLuint _uniform_scoretext_g_world_depth; static void shader_scoretext_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m); } static void shader_scoretext_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m); } static void shader_scoretext_uInfo(v3f v){ - glUniform3fv( _uniform_scoretext_uInfo, 1, v ); + glUniform3fv(_uniform_scoretext_uInfo,1,v); } static void shader_scoretext_uTexGarbage(int i){ - glUniform1i( _uniform_scoretext_uTexGarbage, i ); + glUniform1i(_uniform_scoretext_uTexGarbage,i); } static void shader_scoretext_uTexGradients(int i){ - glUniform1i( _uniform_scoretext_uTexGradients, i ); + glUniform1i(_uniform_scoretext_uTexGradients,i); } static void shader_scoretext_uCamera(v3f v){ - glUniform3fv( _uniform_scoretext_uCamera, 1, v ); + glUniform3fv(_uniform_scoretext_uCamera,1,v); } static void shader_scoretext_g_world_depth(int i){ - glUniform1i( _uniform_scoretext_g_world_depth, i ); + glUniform1i(_uniform_scoretext_g_world_depth,i); } static void shader_scoretext_register(void){ vg_shader_register( &_shader_scoretext );