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Univerxel/src/client/render/gl/pass/WorldProgram.cpp

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#include "WorldProgram.hpp"
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#include "../Renderer.hpp"
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using namespace pass;
WorldProgram::WorldProgram(const WorldProgram::options& opts): VoxelProgram(opts) {
ModelMatrixID = glGetUniformLocation(ProgramID, "Model");
}
WorldProgram::~WorldProgram() { }
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buffer::params WorldProgram::setup(render::gl::Renderer *renderer, glm::mat4 modelMatrix) {
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setModel(&modelMatrix[0][0]);
return VoxelProgram::setup(renderer);
}
void WorldProgram::setModel(const GLfloat *matrix) {
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, matrix);
}