features.material = true;
features.reflection = true;
GL::Program shprog(features);
- GL::ProgramData shdata(shprog);
+ GL::ProgramData shdata;
shdata.uniform("environment", 0);
shdata.uniform("reflectivity", 0.5f);
GL::Bind bind_depth(GL::DepthTest::lequal());
GL::Renderer renderer(0);
renderer.set_material(&material);
- renderer.set_shader(&shprog, &shdata);
+ renderer.set_shader_program(&shprog, &shdata);
renderer.set_texture(&texture);
renderer.matrix_stack() *= GL::Matrix::translation(0, 0, -7);
{