diff --git a/src/video.cpp b/src/video.cpp index f2b2d6b4..67c0bf48 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -38,9 +38,9 @@ static char const *vertexshader = "#version 130\n" "\n" "in vec3 in_Position;\n" - "in vec3 in_Color;\n" + //"in vec3 in_Color;\n" "in vec2 in_TexCoord;\n" - "out vec3 pass_Color;\n" + //"out vec3 pass_Color;\n" "uniform mat4 proj_matrix;\n" "uniform mat4 view_matrix;\n" "uniform mat4 model_matrix;\n" @@ -50,14 +50,14 @@ static char const *vertexshader = " gl_Position = proj_matrix * view_matrix * model_matrix" " * vec4(in_Position, 1.0f);\n" " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" - " pass_Color = in_Color;\n" + //" pass_Color = in_Color;\n" "}\n"; static char const *fragmentshader = "#version 130\n" "\n" "uniform sampler2D in_Texture;\n" - "in vec3 pass_Color;\n" + //"in vec3 pass_Color;\n" "out vec4 out_Color;\n" "\n" "void main()\n" @@ -131,7 +131,13 @@ void Video::SetFov(float theta) view_matrix = mat4(1.0f); -#if !LOL_EXPERIMENTAL +#if LOL_EXPERIMENTAL + GLuint uni; + uni = stdshader->GetUniformLocation("proj_matrix"); + glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); + uni = stdshader->GetUniformLocation("view_matrix"); + glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); +#else glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMultMatrixf(&proj_matrix[0][0]); @@ -156,14 +162,6 @@ void Video::Clear() glViewport(0, 0, GetWidth(), GetHeight()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); -#if LOL_EXPERIMENTAL - GLuint uni; - uni = stdshader->GetUniformLocation("proj_matrix"); - glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); - uni = stdshader->GetUniformLocation("view_matrix"); - glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); -#endif - SetFov(0.0f); }