X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fstandard.h;h=4d52aa81fad8601b97d1788a133e8ea22770b1c7;hb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;hp=4f6a629bdc26e8d1d545de7175a0ed263c219639;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/standard.h b/shaders/standard.h index 4f6a629..4d52aa8 100644 --- a/shaders/standard.h +++ b/shaders/standard.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_standard = { .link = shader_standard_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_standard = { ""}, .fs = { -.orig_file = "../../shaders/standard.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -197,25 +195,25 @@ static GLuint _uniform_standard_uCamera; static GLuint _uniform_standard_uPlane; static GLuint _uniform_standard_g_world_depth; static void shader_standard_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m); } static void shader_standard_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_standard_uPv,1,GL_FALSE,(float*)m); } static void shader_standard_uTexGarbage(int i){ - glUniform1i( _uniform_standard_uTexGarbage, i ); + glUniform1i(_uniform_standard_uTexGarbage,i); } static void shader_standard_uTexMain(int i){ - glUniform1i( _uniform_standard_uTexMain, i ); + glUniform1i(_uniform_standard_uTexMain,i); } static void shader_standard_uCamera(v3f v){ - glUniform3fv( _uniform_standard_uCamera, 1, v ); + glUniform3fv(_uniform_standard_uCamera,1,v); } static void shader_standard_uPlane(v4f v){ - glUniform4fv( _uniform_standard_uPlane, 1, v ); + glUniform4fv(_uniform_standard_uPlane,1,v); } static void shader_standard_g_world_depth(int i){ - glUniform1i( _uniform_standard_g_world_depth, i ); + glUniform1i(_uniform_standard_g_world_depth,i); } static void shader_standard_register(void){ vg_shader_register( &_shader_standard );