void ShaderNormalMapping::update() { ShaderMinimal::update(); CVK::Light *light = CVK::State::getInstance()->getLights()->at(0); glUniform4fv(m_lightposID, 1, glm::value_ptr( *light->getPosition())); glUniform3fv(m_lightcolID, 1, glm::value_ptr( *light->getColor())); glUniform3fv( m_lightambID, 1, glm::value_ptr( CVK::State::getInstance()->getLightAmbient())); }
void CVK::ShaderPhong::update() { CVK::ShaderMinimal::update(); CVK::Light *light = CVK::State::getInstance()->getLights()->at(0); glUniform4fv( m_lightposID, 1, glm::value_ptr( *light->getPosition())); glUniform3fv( m_lightcolID, 1, glm::value_ptr( *light->getColor())); glUniform3fv( m_lightsdirID, 1, glm::value_ptr( *light->getSpotDirection())); glUniform1f( m_lightsexpID, light->getSpotExponent()); glUniform1f( m_lightscutID, light->getSpotCutoff()); glUniform3fv( m_lightambID, 1, glm::value_ptr( CVK::State::getInstance()->getLightAmbient())); glUniform3fv( m_fogcolID, 1, glm::value_ptr( CVK::State::getInstance()->getFogCol())); glUniform1i( m_fogmodeID, CVK::State::getInstance()->getFogMode()); glUniform1f( m_fogstartID, CVK::State::getInstance()->getFogStart()); glUniform1f( m_fogendID, CVK::State::getInstance()->getFogEnd()); glUniform1f( m_fogdensID, CVK::State::getInstance()->getFogDens()); }