| 52 | } |
| 53 | |
| 54 | void SkydomeShader::loadTextures(GLuint clouds1TextureID, GLuint clouds2TextureID, GLuint sunTextureID, GLuint moonTextureID, GLuint tintTextureID, GLuint tint2TextureID){ |
| 55 | loadSampler2D(clouds1TextureLocation, 0); |
| 56 | glActiveTexture(GL_TEXTURE0); |
| 57 | glBindTexture(GL_TEXTURE_2D, clouds1TextureID); |
| 58 | |
| 59 | loadSampler2D(clouds2TextureLocation, 1); |
| 60 | glActiveTexture(GL_TEXTURE1); |
| 61 | glBindTexture(GL_TEXTURE_2D, clouds2TextureID); |
| 62 | |
| 63 | loadSampler2D(sunTextureLocation, 2); |
| 64 | glActiveTexture(GL_TEXTURE2); |
| 65 | glBindTexture(GL_TEXTURE_2D, sunTextureID); |
| 66 | |
| 67 | loadSampler2D(moonTextureLocation, 3); |
| 68 | glActiveTexture(GL_TEXTURE3); |
| 69 | glBindTexture(GL_TEXTURE_2D, moonTextureID); |
| 70 | |
| 71 | loadSampler2D(tintTextureLocation, 4); |
| 72 | glActiveTexture(GL_TEXTURE4); |
| 73 | glBindTexture(GL_TEXTURE_2D, tintTextureID); |
| 74 | |
| 75 | loadSampler2D(tint2TextureLocation, 5); |
| 76 | glActiveTexture(GL_TEXTURE5); |
| 77 | glBindTexture(GL_TEXTURE_2D, tint2TextureID); |
| 78 | } |
| 79 | |
| 80 | void SkydomeShader::loadWeatherMixFactor(float weatherMixFactor) { |
| 81 | loadFloat(weatherLocation, weatherMixFactor); |
nothing calls this directly
no outgoing calls
no test coverage detected