medfall

A super great game engine
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commit 02cdd37208245b9a48921cf97591d7352005cc41
parent 58877d0e22df1189678a83182464f72352b5c0d7
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sat Jul  8 16:38:08 +0300

No need to pass tile size to terrain shader anymore

Diffstat:
shaders/terrain.glsl | 1-
terrain_manager.cc | 2+-
2 files changed, 1 insertion(+), 2 deletions(-)
diff --git a/shaders/terrain.glsl b/shaders/terrain.glsl @@ -25,7 +25,6 @@ in VSOut v2f; out vec4 colour; layout( std140 ) uniform f_hot { - vec2 dimensions; float sun; }; diff --git a/terrain_manager.cc b/terrain_manager.cc @@ -330,7 +330,7 @@ void terrain_render( TerrainManager * tm, const m4 & V, const m4 & P, float sun, } renderer_ub_easy( tm->ub_view, V, P ); - renderer_ub_easy( tm->fragment_uniforms, v2( TILE_SIZE, TILE_SIZE ), sun ); + renderer_ub_easy( tm->fragment_uniforms, sun ); /* start lighting */ float tbo1[ 15 ] = {