cfloats are just floats, no overcomplication
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@@ -63,9 +63,9 @@ void Shader::UpdateMaterial(Material material) {
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glBindTexture(GL_TEXTURE_2D, material.tex.id);
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}
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glUniform3fv(glGetUniformLocation(id, "material.ambient"), 1, (cfloat*) &material.ambient);
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glUniform3fv(glGetUniformLocation(id, "material.diffuse"), 1, (cfloat*) &material.diffuse);
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glUniform3fv(glGetUniformLocation(id, "material.specular"), 1, (cfloat*) &material.specular);
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glUniform3fv(glGetUniformLocation(id, "material.ambient"), 1, (float*) &material.ambient);
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glUniform3fv(glGetUniformLocation(id, "material.diffuse"), 1, (float*) &material.diffuse);
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glUniform3fv(glGetUniformLocation(id, "material.specular"), 1, (float*) &material.specular);
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glUniform1i(glGetUniformLocation(id, "material.shininess"), material.shininess);
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glUniform1f(glGetUniformLocation(id, "material.alphaScissor"), material.alphaScissor);
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