implement grid and heightmap with lambert shading
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@@ -75,6 +75,9 @@ bool Shader::create(const char* vertex, const char* fragment)
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if (glGetAttribLocation(ps, "col") != -1)
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glBindAttribLocation(ps, 3, "col");
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if (glGetAttribLocation(ps, "nor") != -1)
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glBindAttribLocation(ps, 3, "nor");
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glLinkProgram(ps);
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glGetProgramiv(ps, GL_LINK_STATUS, &status);
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glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
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@@ -117,6 +120,12 @@ void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
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LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
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}
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void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec3 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform3fv(m_umap[id], 1, glm::value_ptr(v));
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}
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void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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@@ -171,6 +180,11 @@ void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
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m_current->u_vec4(id, v);
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}
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void ShaderManager::u_vec3(kShaderUniform id, const glm::vec3& v)
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{
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m_current->u_vec3(id, v);
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}
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void ShaderManager::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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m_current->u_vec2(id, v);
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