#include "client/sky.h"
#include "client/texture.h"
#include "client/window.h"
-#include "day.h"
+#include "common/day.h"
static GLuint sun_prog;
static GLint sun_loc_MVP;
// skybox
- skybox_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/skybox", NULL);
+ skybox_prog = shader_program_create(ASSET_PATH "shaders/sky/skybox", NULL);
glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1}); GL_DEBUG
skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP"); GL_DEBUG
skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight"); GL_DEBUG
- skybox_texture_day = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/day", true)->txo;
- skybox_texture_night = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/night", true)->txo;
+ skybox_texture_day = texture_load_cubemap(ASSET_PATH "textures/skybox/day", true)->txo;
+ skybox_texture_night = texture_load_cubemap(ASSET_PATH "textures/skybox/night", true)->txo;
skybox_mesh.data = skybox_vertices;
mesh_upload(&skybox_mesh);
// sun
- sun_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/sun", NULL);
+ sun_prog = shader_program_create(ASSET_PATH "shaders/sky/sun", NULL);
sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP"); GL_DEBUG
- sun_texture = texture_load(RESSOURCE_PATH "textures/sun.png", false)->txo;
+ sun_texture = texture_load(ASSET_PATH "textures/sun.png", false)->txo;
// clouds
- clouds_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/clouds", NULL);
+ clouds_prog = shader_program_create(ASSET_PATH "shaders/sky/clouds", NULL);
clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP"); GL_DEBUG
clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight"); GL_DEBUG
clouds_mesh.data = clouds_vertices;