/s/KRVector4/Vector4/g
/s/KRFloat/Scalar/g
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@@ -313,7 +313,7 @@ void KRShader::setUniform(int location, const Vector3 &value)
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}
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}
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}
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void KRShader::setUniform(int location, const KRVector4 &value)
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void KRShader::setUniform(int location, const Vector4 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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@@ -351,7 +351,7 @@ void KRShader::setUniform(int location, const KRMat4 &value)
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}
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}
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bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const KRVector4 &fade_color) {
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bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const Vector4 &fade_color) {
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if(m_iProgram == 0) {
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return false;
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}
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@@ -503,7 +503,7 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
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}
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if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] != -1) {
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setUniform(KRENGINE_UNIFORM_VIEWPORT, KRVector4(
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setUniform(KRENGINE_UNIFORM_VIEWPORT, Vector4(
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(GLfloat)0.0,
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(GLfloat)0.0,
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(GLfloat)viewport.getSize().x,
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