diff options
author | Kenneth Graunke <kenneth@whitecape.org> | 2011-01-23 22:34:38 -0800 |
---|---|---|
committer | Kenneth Graunke <kenneth@whitecape.org> | 2011-01-26 21:22:46 -0800 |
commit | 174a165b7b13627b09bac206363f1fe18aaaf2ca (patch) | |
tree | 80964b4a743e559394b8dd160463b803616b2a30 | |
parent | b2a30c5914b51b47ff7b5e75dd4c61060b7666d7 (diff) |
phong: Rename "sampler" to "environment".
We're gonna have another sampler in a moment.
-rwxr-xr-x | src/phong.frag | 4 | ||||
-rwxr-xr-x | src/scene.cpp | 6 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/phong.frag b/src/phong.frag index 2e773e1..82da128 100755 --- a/src/phong.frag +++ b/src/phong.frag @@ -1,5 +1,5 @@ #version 120 -uniform samplerCube sampler; +uniform samplerCube environment; varying vec3 normal_ws; varying vec3 eye_direction_ws; @@ -63,7 +63,7 @@ void main(void) float F = schlick(n, v); - vec4 envir = textureCube(sampler, reflect(normalize(eye_direction_ws), normal_ws)); + vec4 envir = textureCube(environment, reflect(normalize(eye_direction_ws), normal_ws)); vec4 light = step(0.0, dot(n, l)) * vec4(diff + vec3(spec), 1.0); gl_FragColor = mix(light, envir, F); diff --git a/src/scene.cpp b/src/scene.cpp index be5586f..95b2353 100755 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -110,7 +110,7 @@ static GLint phong_mvp_location; static GLint phong_mv_location; static GLint phong_m_location; static GLint phong_s_location; -static GLint phong_sampler_location; +static GLint phong_environment_location; static GLint phong_eye_location; static GLint phong_light_location; @@ -169,7 +169,7 @@ Render(const GLUvec4 &look_at, bool occluders_only) glUniformMatrix4fv(phong_mvp_location, 1, false, (float *) &mvp); glUniformMatrix4fv(phong_mv_location, 1, false, (float *) &mv); glUniformMatrix4fv(phong_m_location, 1, false, (float *) &m); - glUniform1i(phong_sampler_location, 0); + glUniform1i(phong_environment_location, 0); glUniform4fv(phong_eye_location, 1, eye.values); GLUvec4 light_pos_es = view * light; @@ -300,7 +300,7 @@ setup_shader() phong_eye_location = glGetUniformLocation(phong_prog, "eye"); phong_light_location = glGetUniformLocation(phong_prog, "light_pos_es"); phong_s_location = glGetUniformLocation(phong_prog, "s"); - phong_sampler_location = glGetUniformLocation(phong_prog, "sampler"); + phong_environment_location = glGetUniformLocation(phong_prog, "environment"); if (!load_and_compile_program_code("shadow", shadow_prog, "normal", 1, // FIXME! |