slr:: drawing of looped images, better shader in general, special sightrange setting

This commit is contained in:
Zeno Rogue
2019-09-12 22:50:15 +02:00
parent 4d01632bb6
commit 02269267c9
6 changed files with 101 additions and 24 deletions
+4 -1
View File
@@ -290,7 +290,8 @@ struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
GLint uMVP, uFog, uFogColor, uColor, tTexture, tInvExpTable, uMV, uProjection, uAlpha, uFogBase, uPRECX, uPRECY, uPRECZ;
GLint uMVP, uFog, uFogColor, uColor, tTexture, tInvExpTable, uMV, uProjection, uAlpha, uFogBase;
GLint uPRECX, uPRECY, uPRECZ, uIndexSL, uIterations;
GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
@@ -351,6 +352,8 @@ struct GLprogram {
uPRECX = glGetUniformLocation(_program, "PRECX");
uPRECY = glGetUniformLocation(_program, "PRECY");
uPRECZ = glGetUniformLocation(_program, "PRECZ");
uIndexSL = glGetUniformLocation(_program, "uIndexSL");
uIterations = glGetUniformLocation(_program, "uIterations");
#if DEBUG_GL
printf("uniforms: %d %d %d %d\n", uMVP, uFog, uColor, tTexture);