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Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 65b4609..5e8241f 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -1,9 +1,9 @@
#include "sceneRenderer.h"
#include "maths.h"
#include "vertexArrayObject.h"
-#include <gfx/gl/shaders/fs-directionalLight.h>
-#include <gfx/gl/shaders/fs-lighting.h>
-#include <gfx/gl/shaders/vs-lighting.h>
+#include <gfx/gl/shaders/directionalLight-frag.h>
+#include <gfx/gl/shaders/lighting-frag.h>
+#include <gfx/gl/shaders/lighting-vert.h>
#include <glm/gtc/type_ptr.hpp>
static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
@@ -18,7 +18,7 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : SceneRenderer {s, o,
SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o, glDebugScope) :
camera {{-1250000, -1250000, 35.0F}, quarter_pi, ratio(s), 100, 10000000}, size {s}, output {o},
- lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
+ lighting {lighting_vert, lighting_frag}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
@@ -175,7 +175,7 @@ SceneRenderer::renderQuad() const
glBindVertexArray(0);
}
-SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lighting_vs, directionalLight_fs} { }
+SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lighting_vert, directionalLight_frag} { }
const auto toTextureSpaceMat = glm::translate(glm::identity<glm::mat4>(), glm::vec3 {0.5F})
* glm::scale(glm::identity<glm::mat4>(), glm::vec3 {0.5F});