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authorMitchell Stokes <mogurijin@gmail.com>2013-04-04 07:55:43 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-04-04 07:55:43 +0400
commit966e86cd2dbe2c627e65766d0361cc79f63d7cc7 (patch)
tree0cb6207ea8f70558c4f4c644780a837b69154f8f /source/blender/gpu/GPU_material.h
parent7bbaf4853ae81344761fceac90b08785520c18d0 (diff)
Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 17d3ce3cd73..29da72a00fe 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -129,8 +129,8 @@ void GPU_material_free(struct Material *ma);
void GPU_materials_free(void);
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap);
-void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float viewinv[4][4], float obcol[4], float autobumpscale);
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4]);
+void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
void GPU_material_unbind(GPUMaterial *material);
int GPU_material_bound(GPUMaterial *material);