mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_uShoreColour( mat->info.colour );
- shader_scene_water_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_uShoreColour( props->shore_colour );
+ shader_scene_water_uOceanColour( props->deep_colour );
+ shader_scene_water_uFresnel( props->fresnel );
+ shader_scene_water_uWaterScale( props->water_sale );
+ shader_scene_water_uWaveSpeed( props->wave_speed );
mdl_draw_submesh( &mat->sm_no_collide );
}
glDisable(GL_BLEND);
}
else if( (vg.quality_profile == k_quality_profile_low) ||
- (vg.quality_profile == k_quality_profile_min) ){
+ (vg.quality_profile == k_quality_profile_min) )
+ {
shader_scene_water_fast_use();
glActiveTexture( GL_TEXTURE1 );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_fast_uShoreColour( mat->info.colour );
- shader_scene_water_fast_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_fast_uShoreColour( props->shore_colour );
+ shader_scene_water_fast_uOceanColour( props->deep_colour );
mdl_draw_submesh( &mat->sm_no_collide );
}