static void light2Active(OSG::DrawEnv *pEnv, OSG::Int32 &iLoc, OSG::Node *pNode) { if(iLoc != -1) { OSGGETGLFUNC_EXT(glUniform1i, osgGlUniform1i, OSG::ShaderProgram::getFuncIdUniform1i()); osgGlUniform1i(iLoc, GLint(pEnv->getLightState() & 0x0004)); } }
static void light2Active(OSG::SHLChunk::GetUniformLocProc fULoc, OSG::DrawEnv *pEnv, GLuint uiProg) { GLint iLoc = fULoc(uiProg, "Light2Active"); if(iLoc != -1) { OSGGETGLFUNC_EXT(glUniform1i, osgGlUniform1i, OSG::ShaderProgram::getFuncIdUniform1i()); osgGlUniform1i(iLoc, GLint(pEnv->getLightState() & 0x0004)); } }