267 |
267 |
268 asc_uniform_loc asc_shader_get_uniform_loc(const AscShaderProgram *shader, const char *name) { |
268 asc_uniform_loc asc_shader_get_uniform_loc(const AscShaderProgram *shader, const char *name) { |
269 return glGetUniformLocation(shader->gl_id, name); |
269 return glGetUniformLocation(shader->gl_id, name); |
270 } |
270 } |
271 |
271 |
272 void asc_shader_init_uniform(AscShaderProgram *shader, off_t mem_offset, const char *name) { |
272 void asc_shader_set_uniform_loc(AscShaderProgram *shader, off_t mem_offset, const char *name) { |
273 *((asc_uniform_loc*)((char *) shader + mem_offset)) = glGetUniformLocation(shader->gl_id, name); |
273 *((asc_uniform_loc*)((char *) shader + mem_offset)) = glGetUniformLocation(shader->gl_id, name); |
274 } |
274 } |
275 |
275 |
276 void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node) { |
276 void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node) { |
277 glUniformMatrix4fv(shader->model, 1,GL_FALSE, node->world_transform); |
277 glUniformMatrix4fv(shader->model, 1,GL_FALSE, node->world_transform); |