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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-19 02:05:56 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-19 02:05:56 +0100 |
commit | 2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177 (patch) | |
tree | 56a53ac708b93b9db35e8ac688f5670b4b09743b /gfx/gl/sceneShader.h | |
parent | Export mesh size and primitive type (diff) | |
download | ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.tar.bz2 ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.tar.xz ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.zip |
Fix type of basic instanced shader
It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's
all in the vertex data.
Diffstat (limited to 'gfx/gl/sceneShader.h')
-rw-r--r-- | gfx/gl/sceneShader.h | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index c135050..ead184e 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -81,9 +81,8 @@ public: SceneShader(); BasicProgram basic; - SceneProgram basicInst; WaterProgram water; - AbsolutePosProgram landmass, absolute; + AbsolutePosProgram basicInst, landmass, absolute; PointLightShader pointLight; SpotLightShader spotLight; |