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); diff --git a/libctru/include/3ds/gpu/shdr.h b/libctru/include/3ds/gpu/shdr.h index 459aa0b..02b5128 100644 --- a/libctru/include/3ds/gpu/shdr.h +++ b/libctru/include/3ds/gpu/shdr.h @@ -59,7 +59,7 @@ typedef struct{ DVLB_s* SHDR_ParseSHBIN(u32* shbinData, u32 shbinSize); void SHDR_UseProgram(DVLB_s* dvlb, u8 id); void SHDR_FreeDVLB(DVLB_s* dvlb); -s8 SHDR_GetUniformRegister(DVLB_s* dvlb, char* name, u8 programID); +s8 SHDR_GetUniformRegister(DVLB_s* dvlb, const char* name, u8 programID); void DVLP_SendCode(DVLP_s* dvlp); void DVLP_SendOpDesc(DVLP_s* dvlp); diff --git a/libctru/source/gpu/shdr.c b/libctru/source/gpu/shdr.c index bab4166..013f17d 100644 --- a/libctru/source/gpu/shdr.c +++ b/libctru/source/gpu/shdr.c @@ -56,7 +56,7 @@ DVLB_s* SHDR_ParseSHBIN(u32* shbinData, u32 shbinSize) return ret; } -s8 SHDR_GetUniformRegister(DVLB_s* dvlb, char* name, u8 programID) +s8 SHDR_GetUniformRegister(DVLB_s* dvlb, const char* name, u8 programID) { if(!dvlb || !name)return -1;