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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/sceneRenderer.cpp | |
parent | Merge branch 'assimp' (diff) | |
download | ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2 ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz ilt-48ec3a869029bad34773516df193519a4fe9103a.zip |
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 31b01ff..873dc5b 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -2,8 +2,8 @@ #include "maths.h" #include "vertexArrayObject.hpp" #include <gfx/gl/shaders/fs-directionalLight.h> -#include <gfx/gl/shaders/fs-lightingShader.h> -#include <gfx/gl/shaders/vs-lightingShader.h> +#include <gfx/gl/shaders/fs-lighting.h> +#include <gfx/gl/shaders/vs-lighting.h> #include <glm/gtc/type_ptr.hpp> static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{ @@ -15,7 +15,7 @@ static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{ }}; SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, - lighting {lightingShader_vs, lightingShader_fs}, shadowMapper {{2048, 2048}} + lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { shader.setViewPort({0, 0, size.x, size.y}); VertexArrayObject<glm::i8vec4>::configure(displayVAO, displayVBO, displayVAOdata); @@ -126,7 +126,7 @@ SceneRenderer::renderQuad() const } SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : - Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, + Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"}, lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc { *this, "shadowMapRegion"} |