fix stupid indentation
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031c523fba
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bcb2abbcf1
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@ -140,18 +140,18 @@ namespace OGL
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CurrentProgram = entry.program.glprogid;
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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