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@@ -139,7 +139,7 @@ void DefaultShaderData::SetupDefaultData(bool with_UV) |
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{ |
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UNUSED(with_UV); |
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for (int i = 0; i < 7; i++) |
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AddUniform(DefaultUniforms[i].C()); |
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AddUniform(DefaultUniforms[i]); |
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} |
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//----------------------------------------------------------------------------- |
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@@ -163,14 +163,14 @@ void DefaultShaderData::SetupShaderDatas(mat4 const &model) |
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light_data << vec4::zero << vec4::zero; |
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int i = 0; |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), light_data); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), modelview); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), view); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), inverse(view)); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), proj); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), normalmat); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), f); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), light_data); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), modelview); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), view); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), inverse(view)); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), proj); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), normalmat); |
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m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), f); |
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} |
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//----------------------------------------------------------------------------- |
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