- Shader shader = Shader::New(SHADER_WAVES_VERT, SHADER_WAVES_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
- mULightColorSqr = shader.RegisterProperty(UNIFORM_LIGHT_COLOR_SQR, lightColorSqr);
- mUAmbientColor = shader.RegisterProperty(UNIFORM_AMBIENT_COLOR, ambientColor);
- mUInvLightDir = shader.RegisterProperty(UNIFORM_INV_LIGHT_DIR, invLightDir);
- mUScrollScale = shader.RegisterProperty(UNIFORM_SCROLL_SCALE, scrollScale);
- mUWaveRate = shader.RegisterProperty(UNIFORM_WAVE_RATE, waveRate);
- mUWaveAmplitude = shader.RegisterProperty(UNIFORM_WAVE_AMPLITUDE, waveAmp);
+ Shader shader = Shader::New(SHADER_WAVES_VERT, SHADER_WAVES_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
+ mULightColorSqr = shader.RegisterProperty(UNIFORM_LIGHT_COLOR_SQR, lightColorSqr);
+ mUAmbientColor = shader.RegisterProperty(UNIFORM_AMBIENT_COLOR, ambientColor);
+ mUInvLightDir = shader.RegisterProperty(UNIFORM_INV_LIGHT_DIR, invLightDir);
+ mUScrollScale = shader.RegisterProperty(UNIFORM_SCROLL_SCALE, scrollScale);
+ mUWaveRate = shader.RegisterProperty(UNIFORM_WAVE_RATE, waveRate);
+ mUWaveAmplitude = shader.RegisterProperty(UNIFORM_WAVE_AMPLITUDE, waveAmp);