int uColor;
int uTexturingOn;
int uLightingOn;
+int uFogOn;
+int uFogDensity;
+int uFogColor;
int uGlobalAmbient;
int uLightsOn[8];
int uLightsPos[8];
glUniform1ui(uLightingOn, on);
}
+void shader_fog(bool on)
+{
+ glUniform1ui(uFogOn, on);
+}
+
+void shader_fogDensity(float density)
+{
+ glUniform1f(uFogDensity, density);
+}
+
+void shader_fogColor(float r, float g, float b)
+{
+ glUniform3f(uFogColor, r, g, b);
+}
+
void shader_texturing(bool on)
{
glUniform1ui(uTexturingOn, on);
uColor = glGetUniformLocation(program, "current_color");
uTexturingOn = glGetUniformLocation(program, "texturingOn");
uLightingOn = glGetUniformLocation(program, "lightingOn");
+ uFogOn = glGetUniformLocation(program, "fogOn");
+ uFogDensity = glGetUniformLocation(program, "fogDensity");
+ uFogColor = glGetUniformLocation(program, "fogColor");
uGlobalAmbient = glGetUniformLocation(program, "globalAmbient");
uPerVertexColor = glGetUniformLocation(program, "perVertexColor");
uMatDiffuse = glGetUniformLocation(program, "matDiffuse");