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| author | Charles <sircharlesaze@gmail.com> | 2020-05-14 19:09:39 +0200 |
|---|---|---|
| committer | Charles <sircharlesaze@gmail.com> | 2020-05-14 19:09:39 +0200 |
| commit | f6de2b1453930267015ab9323d5f83daa25667ba (patch) | |
| tree | 5ff586948f7ffe257f8f46919f01bd99c1ffb82a /src/shader.c | |
| parent | 23ba151d95e4284ddb2d5f1c9810741061c293fd (diff) | |
| download | scop-f6de2b1453930267015ab9323d5f83daa25667ba.tar.gz scop-f6de2b1453930267015ab9323d5f83daa25667ba.tar.bz2 scop-f6de2b1453930267015ab9323d5f83daa25667ba.zip | |
Added ugly Cylindric UV mapping, texture/color transition
Diffstat (limited to 'src/shader.c')
| -rw-r--r-- | src/shader.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/shader.c b/src/shader.c index fb659ad..788cd47 100644 --- a/src/shader.c +++ b/src/shader.c @@ -6,7 +6,7 @@ /* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/05/11 09:35:54 by charles #+# #+# */ -/* Updated: 2020/05/14 16:41:29 by charles ### ########.fr */ +/* Updated: 2020/05/14 18:48:17 by charles ### ########.fr */ /* */ /* ************************************************************************** */ @@ -70,7 +70,8 @@ bool shader_init(t_shader *shader) GL_CALL(glDeleteShader(shader_fragment)); if (!st_get_uniform_location(shader->id, &shader->location.model, "u_model") || !st_get_uniform_location(shader->id, &shader->location.view, "u_view") - || !st_get_uniform_location(shader->id, &shader->location.proj, "u_proj")) + || !st_get_uniform_location(shader->id, &shader->location.proj, "u_proj") + || !st_get_uniform_location(shader->id, &shader->location.color_ratio, "u_color_ratio")) /* || !st_get_uniform_location(shader->id, &shader->location.texture, "u_texture")) */ return (false); return (true); @@ -81,5 +82,6 @@ void shader_set_uniforms(t_shader *shader, t_scene *scene) GL_CALL(glUniformMatrix4fv(shader->location.model, 1, GL_TRUE, scene->transform.model.m)); GL_CALL(glUniformMatrix4fv(shader->location.view, 1, GL_TRUE, scene->transform.view.m)); GL_CALL(glUniformMatrix4fv(shader->location.proj, 1, GL_TRUE, scene->transform.proj.m)); + GL_CALL(glUniform1f(shader->location.color_ratio, scene->color_ratio)); /* GL_CALL(glUniformMatrix4fv(shader->location.texture, 1, GL_TRUE, scene->transform.proj.m)); */ } |
