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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/sceneShader.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/sceneShader.cpp')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 21 |
1 files changed, 9 insertions, 12 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 981e7df..bcd0590 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,27 +1,24 @@ #include "sceneShader.h" #include <array> -#include <gfx/gl/shaders/fs-basicShader.h> -#include <gfx/gl/shaders/fs-landmassShader.h> +#include <gfx/gl/shaders/fs-landmass.h> +#include <gfx/gl/shaders/fs-material.h> #include <gfx/gl/shaders/fs-pointLight.h> #include <gfx/gl/shaders/fs-spotLight.h> -#include <gfx/gl/shaders/fs-waterShader.h> +#include <gfx/gl/shaders/fs-water.h> #include <gfx/gl/shaders/gs-pointLight.h> #include <gfx/gl/shaders/gs-spotLight.h> -#include <gfx/gl/shaders/vs-basicShader.h> -#include <gfx/gl/shaders/vs-landmassShader.h> +#include <gfx/gl/shaders/vs-dynamicPoint.h> +#include <gfx/gl/shaders/vs-fixedPoint.h> #include <gfx/gl/shaders/vs-pointLight.h> #include <gfx/gl/shaders/vs-spotLight.h> -#include <gfx/gl/shaders/vs-waterShader.h> +#include <gfx/gl/shaders/vs-water.h> #include <gfx/gl/vertexArrayObject.hpp> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> #include <location.hpp> #include <maths.h> -SceneShader::SceneShader() : - landmass {landmassShader_vs, landmassShader_fs}, absolute {landmassShader_vs, basicShader_fs} -{ -} +SceneShader::SceneShader() : landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs} { } void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const @@ -57,7 +54,7 @@ SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {basicShader_vs, basicShader_fs}, modelLoc {*this, "model"} { } +SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { } void SceneShader::BasicProgram::setModel(Location const & location) const @@ -73,7 +70,7 @@ SceneShader::BasicProgram::use(Location const & location) const setModel(location); } -SceneShader::WaterProgram::WaterProgram() : SceneProgram {waterShader_vs, waterShader_fs}, waveLoc {*this, "waves"} { } +SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { } void SceneShader::WaterProgram::use(float waveCycle) const |