mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 20:32:51 +00:00
- replaced deprecated alpha testing with shader code.
This commit is contained in:
parent
84a49e37ee
commit
ed8a21fd86
19 changed files with 42 additions and 96 deletions
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@ -383,7 +383,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
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gl_RenderState.SetColor(color);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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@ -409,8 +409,6 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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gl_RenderState.EnableAlphaTest(true);
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glScissor(0, 0, screen->GetWidth(), screen->GetHeight());
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -75,8 +75,6 @@ void FRenderState::Reset()
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mSrcBlend = GL_SRC_ALPHA;
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mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
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glSrcBlend = glDstBlend = -1;
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glAlphaFunc = -1;
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mAlphaFunc = GL_GEQUAL;
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mAlphaThreshold = 0.5f;
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mBlendEquation = GL_FUNC_ADD;
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mObjectColor = 0xffffffff;
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@ -151,6 +149,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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if (mGlowEnabled)
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{
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@ -269,18 +268,6 @@ void FRenderState::Apply()
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glDstBlend = mDstBlend;
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glBlendFunc(mSrcBlend, mDstBlend);
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}
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if (mAlphaFunc != glAlphaFunc || mAlphaThreshold != glAlphaThreshold)
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{
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glAlphaFunc = mAlphaFunc;
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glAlphaThreshold = mAlphaThreshold;
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::glAlphaFunc(mAlphaFunc, mAlphaThreshold);
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}
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if (mAlphaTest != glAlphaTest)
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{
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glAlphaTest = mAlphaTest;
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if (mAlphaTest) glEnable(GL_ALPHA_TEST);
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else glDisable(GL_ALPHA_TEST);
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}
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if (mBlendEquation != glBlendEquation)
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{
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glBlendEquation = mBlendEquation;
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@ -53,7 +53,6 @@ class FRenderState
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int mNumLights[4];
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float *mLightData;
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int mSrcBlend, mDstBlend;
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int mAlphaFunc;
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float mAlphaThreshold;
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bool mAlphaTest;
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int mBlendEquation;
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@ -76,7 +75,6 @@ class FRenderState
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int mColormapState;
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int glSrcBlend, glDstBlend;
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int glAlphaFunc;
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float glAlphaThreshold;
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bool glAlphaTest;
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int glBlendEquation;
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@ -281,28 +279,8 @@ public:
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void AlphaFunc(int func, float thresh)
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{
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if (!gl_direct_state_change)
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{
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mAlphaFunc = func;
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mAlphaThreshold = thresh;
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}
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else
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{
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::glAlphaFunc(func, thresh);
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}
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}
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void EnableAlphaTest(bool on)
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{
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if (!gl_direct_state_change)
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{
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mAlphaTest = on;
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}
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else
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{
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if (on) glEnable(GL_ALPHA_TEST);
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else glDisable(GL_ALPHA_TEST);
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}
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if (func == GL_GREATER) mAlphaThreshold = thresh;
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else mAlphaThreshold = thresh - 0.001f;
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}
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void BlendEquation(int eq)
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@ -333,7 +333,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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// If srcalpha is one it looks better with a higher alpha threshold
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if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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gl_RenderState.Apply();
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@ -424,7 +424,7 @@ void GLFlat::Draw(int pass)
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*(alpha));
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (!gltexture)
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{
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gl_RenderState.EnableTexture(false);
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@ -998,7 +998,7 @@ void GLHorizonPortal::DrawContents()
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gltexture->Bind();
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gl_SetPlaneTextureRotation(sp, gltexture);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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gl_RenderState.Apply();
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@ -345,7 +345,7 @@ void FGLRenderer::RenderScene(int recursion)
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glDepthFunc(GL_LESS);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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glDisable(GL_POLYGON_OFFSET_FILL); // just in case
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@ -374,8 +374,6 @@ void FGLRenderer::RenderScene(int recursion)
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gl_drawinfo->drawlists[GLDL_LIGHTFOG].Draw(pass);
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gl_RenderState.EnableAlphaTest(true);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
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if (!gl_texture)
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{
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@ -440,10 +438,10 @@ void FGLRenderer::RenderScene(int recursion)
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glDepthFunc(GL_LEQUAL);
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if (gl_texture)
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{
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_drawinfo->drawlists[GLDL_LIGHT].Sort();
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gl_drawinfo->drawlists[GLDL_LIGHT].Draw(GLPASS_TEXTURE);
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->drawlists[GLDL_LIGHTBRIGHT].Sort();
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gl_drawinfo->drawlists[GLDL_LIGHTBRIGHT].Draw(GLPASS_TEXTURE);
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gl_drawinfo->drawlists[GLDL_LIGHTMASKED].Sort();
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@ -495,10 +493,9 @@ void FGLRenderer::RenderScene(int recursion)
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glDepthMask(false); // don't write to Z-buffer!
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gl_RenderState.EnableFog(true);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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gl_drawinfo->DrawUnhandledMissingTextures();
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gl_RenderState.EnableAlphaTest(true);
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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@ -523,7 +520,6 @@ void FGLRenderer::RenderTranslucent()
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gl_RenderState.SetCameraPos(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz));
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// final pass: translucent stuff
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -577,7 +573,7 @@ void FGLRenderer::DrawScene(bool toscreen)
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static void FillScreen()
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{
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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@ -756,7 +752,6 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableAlphaTest(true);
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glDisable(GL_SCISSOR_TEST);
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}
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@ -472,7 +472,7 @@ void GLSkyPortal::DrawContents()
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gl_RenderState.ResetColor();
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gl_RenderState.EnableFog(false);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
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@ -481,7 +481,6 @@ void GLSkyPortal::DrawContents()
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if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
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{
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RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
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gl_RenderState.EnableAlphaTest(true);
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}
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else
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{
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@ -495,7 +494,6 @@ void GLSkyPortal::DrawContents()
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gl_RenderState.SetTextureMode(TM_MODULATE);
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}
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.05f);
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if (origin->doublesky && origin->texture[1])
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@ -137,11 +137,11 @@ void GLSprite::Draw(int pass)
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if (hw_styleflags == STYLEHW_NoAlphaTest)
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{
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL,trans*gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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}
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if (RenderStyle.BlendOp == STYLEOP_Shadow)
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@ -165,7 +165,7 @@ void GLSprite::Draw(int pass)
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minalpha*=factor;
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL,minalpha*gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
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additivefog = true;
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}
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@ -294,16 +294,6 @@ void GLSprite::Draw(int pass)
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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// [BB] Restore the alpha test after drawing a smooth particle.
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if (hw_styleflags == STYLEHW_NoAlphaTest)
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{
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gl_RenderState.EnableAlphaTest(true);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
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}
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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@ -301,9 +301,8 @@ void GLWall::RenderFogBoundary()
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int rel = rellight + getExtraLight();
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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RenderWall(RWF_BLANK);
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.SetEffect(EFF_NONE);
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}
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}
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@ -349,7 +348,7 @@ void GLWall::RenderMirrorSurface()
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// Restore the defaults for the translucent pass
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f*gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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glDepthFunc(GL_LESS);
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// This is drawn in the translucent pass which is done after the decal pass
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@ -383,8 +382,8 @@ void GLWall::RenderTranslucentWall()
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// and until that changes I won't fix this code for the new blending modes!
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bool isadditive = RenderStyle == STYLE_Add;
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if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*fabs(alpha));
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else gl_RenderState.EnableAlphaTest(false);
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if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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int extra;
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@ -408,7 +407,6 @@ void GLWall::RenderTranslucentWall()
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// restore default settings
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (transparent) gl_RenderState.EnableAlphaTest(true);
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if (!gltexture)
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{
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@ -151,7 +151,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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if (tex->GetTransparent() || OverrideShader != 0)
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{
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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}
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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@ -164,10 +164,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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ptr->Set(x2, y2, 0, fU2, fV2);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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if (tex->GetTransparent() || OverrideShader != 0)
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{
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gl_RenderState.EnableAlphaTest(true);
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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}
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//==========================================================================
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@ -203,6 +203,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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muClipHeightTop.Init(hShader, "uClipHeightTop");
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muClipHeightBottom.Init(hShader, "uClipHeightBottom");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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timer_index = glGetUniformLocation(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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@ -195,6 +195,7 @@ class FShader
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FBufferedUniform1f muInterpolationFactor;
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FBufferedUniform1f muClipHeightTop;
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FBufferedUniform1f muClipHeightBottom;
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FBufferedUniform1f muAlphaThreshold;
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int timer_index;
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int lights_index;
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@ -150,7 +150,6 @@ void OpenGLFrameBuffer::InitializeState()
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glAlphaFunc(GL_GEQUAL,0.5f);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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@ -68,15 +68,13 @@
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//GL headers
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#include <GL/glew.h>
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//#include "gl_load.h"
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#if defined(__APPLE__)
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#include <OpenGL/OpenGL.h>
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#elif defined(__unix__)
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//#include <GL/glxew.h>
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#else // !__APPLE__ && !__unix__
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#define DWORD WINDOWS_DWORD // I don't want to depend on this throughout the GL code!
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#include <GL/wglew.h>
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#undef DWORD
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#endif
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#ifdef _WIN32
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@ -280,7 +280,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0);
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@ -302,7 +302,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.EnableAlphaTest(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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return Clock >= 32;
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@ -490,7 +490,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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// Put the initial screen back to the buffer.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0);
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@ -224,6 +224,12 @@ void main()
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vec4 frag = ProcessTexel();
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#ifndef NO_DISCARD
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// alpha testing
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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switch (uFixedColormap)
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{
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case 0:
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@ -52,8 +52,8 @@ void main()
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#ifdef SPHEREMAP
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vec3 u = normalize(eyeCoordPos.xyz);
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vec3 n = normalize(TextureMatrix * vec4(tc.x, 0.0, tc.y, 0.0); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
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vec3 r = reflect(u, n);
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vec4 n = normalize(TextureMatrix * vec4(tc.x, 0.0, tc.y, 0.0)); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
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vec3 r = reflect(u, n.xyz);
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
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gl_TexCoord[0].xy = sst;
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@ -4,6 +4,7 @@ uniform vec4 uCameraPos;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform int uTextureMode;
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uniform float uAlphaThreshold;
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// colors
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uniform vec4 uObjectColor;
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@ -34,8 +35,7 @@ uniform int uFogEnabled;
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// dynamic lights
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uniform ivec4 uLightRange;
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// redefine the matrix names to what they actually represent.
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// matrices
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ModelMatrix;
|
||||
|
|
Loading…
Reference in a new issue