void GLShaderParamTemplate<Pixel32>::uniformSet(unsigned location, const Pixel32& val) { glproc::Uniform4f(location, val.getR()/255.f, val.getG()/255.f, val.getB()/255.f, val.getA()/255.f); }
void ColorNode::render(GLContext* pContext, const glm::mat4& transform) { glClearColor(m_Color.getR()/255.f, m_Color.getG()/255.f, m_Color.getB()/255.f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); }