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);
{
glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
-static inline void shader_model_board_view_uDepthCompare(int b)
+static inline void shader_model_board_view_uDepthMode(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)