void Lighting::SetWorldMatrix(const Matrix4& WorldInverse) { glUniformMatrix4fv(m_WorldMatrixLocation, 1, GL_FALSE, (const GLfloat*)WorldInverse.Begin()); }
void Lighting::SetWVP(const Matrix4& WVP) { glUniformMatrix4fv(m_WVPLocation, 1, GL_FALSE, (const GLfloat*)WVP.Begin()); }