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source/renderer/RenderModifiers.cpp
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{ | { | ||||
if (m_BindingInstancingTransform.Active()) | if (m_BindingInstancingTransform.Active()) | ||||
shader->Uniform(m_BindingInstancingTransform, model->GetTransform()); | shader->Uniform(m_BindingInstancingTransform, model->GetTransform()); | ||||
if (m_BindingShadingColor.Active()) | if (m_BindingShadingColor.Active()) | ||||
shader->Uniform(m_BindingShadingColor, model->GetShadingColor()); | shader->Uniform(m_BindingShadingColor, model->GetShadingColor()); | ||||
if (m_BindingPlayerColor.Active()) | if (m_BindingPlayerColor.Active()) | ||||
shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColor(model->GetPlayerID())); | shader->Uniform(m_BindingPlayerColor, CGame::getGame()->GetPlayerColor(model->GetPlayerID())); | ||||
} | } |
Wildfire Games · Phabricator