v3_muls( wire_colour, 0.8f, wire_colour );
wire_colour[3] = 1.0f;
- glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, wire_colour );
}
else
- glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1,j?wire_right_colour: wire_left_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour );
for( int i = 0; i < 2; i ++ )
{