Made shader uniforms less verbose
Former-commit-id: aa77b9be3f84cad30b13ebe5d47bb9febd17631e
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@ -67,10 +67,10 @@ void NzMaterial::Apply() const
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}
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#endif
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbientColor");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuseColor");
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
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int shininessLocation = shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecularColor");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
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if (ambientColorLocation != -1)
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shader->SendColor(ambientColorLocation, m_ambientColor);
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@ -35,7 +35,7 @@ namespace
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/********************Uniformes********************/
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if ((flags & nzShaderBuilder_DiffuseMapping) == 0 || flags & nzShaderBuilder_Lighting)
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sourceCode += "uniform vec3 MaterialDiffuseColor;\n";
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sourceCode += "uniform vec3 MaterialDiffuse;\n";
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if (flags & nzShaderBuilder_DiffuseMapping)
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sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
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@ -65,7 +65,7 @@ namespace
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if (flags & nzShaderBuilder_DiffuseMapping)
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sourceCode += " = texture2D(MaterialDiffuseMap, vTexCoord);\n";
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else
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sourceCode += " = vec4(MaterialDiffuseColor, 1.0);\n";
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sourceCode += " = vec4(MaterialDiffuse, 1.0);\n";
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sourceCode += '}';
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