float const curve_7_linear_section = 0.1562f;
v3f colour_sets[] =
-{ { 0.9f, 0.6f, 0.20f },
+{ { 1.0f, 0.9f, 0.3f },
{ 0.2f, 0.9f, 0.14f },
{ 0.4f, 0.8f, 1.00f } };
SHADER_USE( shader_ball );
glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- vg_tex2d_bind( &tex_ball, 0 );
+ vg_tex2d_bind( &tex_ball_noise, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
// Draw 'fish'
glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
- draw_mesh( 0, 32 );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+ draw_mesh( 0, 2 );
}
}