|
@@ -580,11 +580,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<float> const &v) |
|
|
glUniform1fv(uni.frag, v.Count(), &v[0]); |
|
|
glUniform1fv(uni.frag, v.Count(), &v[0]); |
|
|
#else |
|
|
#else |
|
|
if (uni.frag) |
|
|
if (uni.frag) |
|
|
cgGLSetParameterArray1fv((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray1f((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0]); |
|
|
if (uni.vert) |
|
|
if (uni.vert) |
|
|
cgGLSetParameterArray1fv((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray1f((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0]); |
|
|
#endif |
|
|
#endif |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
@@ -603,11 +603,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec2> const &v) |
|
|
glUniform2fv(uni.frag, v.Count(), &v[0][0]); |
|
|
glUniform2fv(uni.frag, v.Count(), &v[0][0]); |
|
|
#else |
|
|
#else |
|
|
if (uni.frag) |
|
|
if (uni.frag) |
|
|
cgGLSetParameterArray2fv((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray2f((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
if (uni.vert) |
|
|
if (uni.vert) |
|
|
cgGLSetParameterArray2fv((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray2f((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
#endif |
|
|
#endif |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
@@ -626,11 +626,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec3> const &v) |
|
|
glUniform3fv(uni.frag, v.Count(), &v[0][0]); |
|
|
glUniform3fv(uni.frag, v.Count(), &v[0][0]); |
|
|
#else |
|
|
#else |
|
|
if (uni.frag) |
|
|
if (uni.frag) |
|
|
cgGLSetParameterArray3fv((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray3f((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
if (uni.vert) |
|
|
if (uni.vert) |
|
|
cgGLSetParameterArray3fv((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray3f((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
#endif |
|
|
#endif |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
@@ -647,11 +647,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec4> const &v) |
|
|
glUniform4fv(uni.frag, v.Count(), &v[0][0]); |
|
|
glUniform4fv(uni.frag, v.Count(), &v[0][0]); |
|
|
#else |
|
|
#else |
|
|
if (uni.frag) |
|
|
if (uni.frag) |
|
|
cgGLSetParameterArray4fv((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray4f((CGparameter)uni.frag, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
if (uni.vert) |
|
|
if (uni.vert) |
|
|
cgGLSetParameterArray4fv((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
|
|
|
|
|
|
cgGLSetParameterArray4f((CGparameter)uni.vert, |
|
|
|
|
|
0, v.Count(), &v[0][0]); |
|
|
#endif |
|
|
#endif |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|