glUniform1ui(uTexturingOn, on);
}
-void shader_setMaterial(Material material, bool perVertexColor)
+public void shader_setMaterial(Material material, bool perVertexColor)
{
glUniform1ui(uPerVertexColor, perVertexColor);
glUniform1ui(uMatTwoSided, !material.flags.singleSideLight);
glUniform1f(uMatOpacity, material.opacity);
}
+public void shader_setSimpleMaterial(ColorAlpha color)
+{
+ float opacity = color.a / 255.0f;
+ float r = color.color.r / 255.0f;
+ float g = color.color.g / 255.0f;
+ float b = color.color.b / 255.0f;
+ glUniform1i(uPerVertexColor, 0);
+ glUniform1i(uMatTwoSided, 0);
+ glUniform3f(uMatDiffuse, r, g, b);
+ glUniform3f(uMatAmbient, r, g, b);
+ glUniform3f(uMatSpecular, r, g, b);
+ glUniform3f(uMatEmissive, 0, 0, 0);
+ glUniform1f(uMatPower, 0);
+ glUniform1f(uMatOpacity, opacity);
+}
+
+public void shader_setPerVertexColor(bool perVertexColor)
+{
+ glUniform1i(uPerVertexColor, perVertexColor);
+}
+
void shader_setLight(Display display, uint id, Light light)
{
if(light != null)