X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=6b4c3de695a00f9e25e29cd15b088108cb612a6e;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=24eb0ea61bc89fae77af80ebf0ef2ec878e2a8e8;hpb=e591be4b2ed26bbaaea79eff64e7b6070362a6ef;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 24eb0ea..6b4c3de 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_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_terrain = { ""}, .fs = { -.orig_file = "../../shaders/terrain.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -217,28 +215,28 @@ static GLuint _uniform_terrain_uSandColour; static GLuint _uniform_terrain_uBlendOffset; static GLuint _uniform_terrain_g_world_depth; static void shader_terrain_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m); } static void shader_terrain_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m); } static void shader_terrain_uTexGarbage(int i){ - glUniform1i( _uniform_terrain_uTexGarbage, i ); + glUniform1i(_uniform_terrain_uTexGarbage,i); } static void shader_terrain_uTexGradients(int i){ - glUniform1i( _uniform_terrain_uTexGradients, i ); + glUniform1i(_uniform_terrain_uTexGradients,i); } static void shader_terrain_uCamera(v3f v){ - glUniform3fv( _uniform_terrain_uCamera, 1, v ); + glUniform3fv(_uniform_terrain_uCamera,1,v); } static void shader_terrain_uSandColour(v3f v){ - glUniform3fv( _uniform_terrain_uSandColour, 1, v ); + glUniform3fv(_uniform_terrain_uSandColour,1,v); } static void shader_terrain_uBlendOffset(v2f v){ - glUniform2fv( _uniform_terrain_uBlendOffset, 1, v ); + glUniform2fv(_uniform_terrain_uBlendOffset,1,v); } static void shader_terrain_g_world_depth(int i){ - glUniform1i( _uniform_terrain_g_world_depth, i ); + glUniform1i(_uniform_terrain_g_world_depth,i); } static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain );