summaryrefslogtreecommitdiff
path: root/gfx/gl/sceneRenderer.cpp
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
commit48ec3a869029bad34773516df193519a4fe9103a (patch)
tree9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/sceneRenderer.cpp
parentMerge branch 'assimp' (diff)
downloadilt-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.cpp8
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"}