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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 23:15:55 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 23:15:55 +0000
commit1b9804535732c9f7469b3765d31e4853af0a2d9b (patch)
tree2d6b2ad8886b39e47fd3cf95b7a5cc60686cda14 /src
parent22f17f52f8d8f08f2546a1552e5075d4895d6937 (diff)
Squeeze everything into 19 varying components
Add texture for pipework git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@227 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src')
-rw-r--r--src/render.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/render.c b/src/render.c
index d7ca6db..e127a34 100644
--- a/src/render.c
+++ b/src/render.c
@@ -32,7 +32,6 @@
static void render_load_shaders(RenderContext *r) {
/* Lighting */
- printf("Loading lighting shader\n");
r->lighting_vert = shaderutils_load_shader(DATADIR"/shaders/lighting.vert", GL_VERTEX_SHADER);
r->lighting_frag = shaderutils_load_shader(DATADIR"/shaders/lighting.frag", GL_FRAGMENT_SHADER);
r->lighting_program = glCreateProgram();
@@ -42,7 +41,6 @@ static void render_load_shaders(RenderContext *r) {
shaderutils_validate_program(r->lighting_program);
/* Fill-in light */
- printf("Loading fill lighting shader\n");
r->fill_vert = shaderutils_load_shader(DATADIR"/shaders/fill-light.vert", GL_VERTEX_SHADER);
r->fill_frag = shaderutils_load_shader(DATADIR"/shaders/fill-light.frag", GL_FRAGMENT_SHADER);
r->fill_program = glCreateProgram();
@@ -52,7 +50,6 @@ static void render_load_shaders(RenderContext *r) {
shaderutils_validate_program(r->fill_program);
/* Swirlyness */
- printf("Loading swirlytron shader\n");
r->swirly_vert = shaderutils_load_shader(DATADIR"/shaders/swirlytron.vert", GL_VERTEX_SHADER);
r->swirly_frag = shaderutils_load_shader(DATADIR"/shaders/swirlytron.frag", GL_FRAGMENT_SHADER);
r->swirly_program = glCreateProgram();
@@ -271,6 +268,8 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialf(GL_FRONT, GL_SHININESS, p->shininess);
+ shaderutils_setunf(r->lighting_program, "shininess", p->shininess);
+ shaderutils_setunf(r->fill_program, "shininess", p->shininess);
} else {
glMaterialfv(GL_FRONT, GL_SPECULAR, black);
}