Made shader uniforms less verbose

Former-commit-id: aa77b9be3f84cad30b13ebe5d47bb9febd17631e
This commit is contained in:
Lynix
2013-01-06 01:06:55 +01:00
parent d177971810
commit da341001ab
2 changed files with 5 additions and 5 deletions

View File

@@ -67,10 +67,10 @@ void NzMaterial::Apply() const
}
#endif
int ambientColorLocation = shader->GetUniformLocation("MaterialAmbientColor");
int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuseColor");
int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
int shininessLocation = shader->GetUniformLocation("MaterialShininess");
int specularColorLocation = shader->GetUniformLocation("MaterialSpecularColor");
int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
if (ambientColorLocation != -1)
shader->SendColor(ambientColorLocation, m_ambientColor);