From 3fa354313ea46862d0cd53eb7665b7ffbedaf35a Mon Sep 17 00:00:00 2001 From: Xeatheran Minexew Date: Sat, 22 Nov 2014 15:27:12 +0100 Subject: [PATCH] Fix incorrect uniform setting in examples/gpu --- examples/gpu/source/main.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/examples/gpu/source/main.c b/examples/gpu/source/main.c index 17a4bee..3c177ce 100644 --- a/examples/gpu/source/main.c +++ b/examples/gpu/source/main.c @@ -167,8 +167,8 @@ void renderFrame() //setup lighting (this is specific to our shader) vect3Df_s lightDir=vnormf(vect3Df(cos(lightAngle), -1.0f, sin(lightAngle))); - GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightDirection", 0), (u32*)(float[]){0.0f, -lightDir.z, -lightDir.y, -lightDir.x}, 4); - GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightAmbient", 0), (u32*)(float[]){0.7f, 0.4f, 0.4f, 0.4f}, 4); + GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightDirection", 0), (u32*)(float[]){0.0f, -lightDir.z, -lightDir.y, -lightDir.x}, 1); + GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightAmbient", 0), (u32*)(float[]){0.7f, 0.4f, 0.4f, 0.4f}, 1); //initialize projection matrix to standard perspective stuff gsMatrixMode(GS_PROJECTION);