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npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_board_view.h
diff --git
a/shaders/model_board_view.h
b/shaders/model_board_view.h
index 42eac9e604b089f3bdbe79e091c87ef51bdc417f..c5aa59a7b1ffb1abd1aa735064ca692503e7e862 100644
(file)
--- a/
shaders/model_board_view.h
+++ b/
shaders/model_board_view.h
@@
-12,7
+12,8
@@
extern GLuint _uniform_model_board_view_uLightsIndex;
extern GLuint _uniform_model_board_view_uTexSceneDepth;
extern GLuint _uniform_model_board_view_uInverseRatioDepth;
extern GLuint _uniform_model_board_view_uInverseRatioMain;
extern GLuint _uniform_model_board_view_uTexSceneDepth;
extern GLuint _uniform_model_board_view_uInverseRatioDepth;
extern GLuint _uniform_model_board_view_uInverseRatioMain;
-extern GLuint _uniform_model_board_view_uDepthCompare;
+extern GLuint _uniform_model_board_view_uDepthMode;
+extern GLuint _uniform_model_board_view_uDitherCutoff;
static inline void shader_model_board_view_uMdl(m4x3f m)
{
glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(f32*)m);
static inline void shader_model_board_view_uMdl(m4x3f m)
{
glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(f32*)m);
@@
-49,9
+50,13
@@
static inline void shader_model_board_view_uInverseRatioMain(v3f v)
{
glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
{
glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
-static inline void shader_model_board_view_uDepth
Compar
e(int b)
+static inline void shader_model_board_view_uDepth
Mod
e(int b)
{
{
- glUniform1i(_uniform_model_board_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_board_view_uDepthMode,b);
+}
+static inline void shader_model_board_view_uDitherCutoff(f32 f)
+{
+ glUniform1f(_uniform_model_board_view_uDitherCutoff,f);
}
static inline void shader_model_board_view_use(void);
static inline void shader_model_board_view_use(void)
}
static inline void shader_model_board_view_use(void);
static inline void shader_model_board_view_use(void)