"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 15 0 \n"
+"#line 14 0 \n"
"\n"
"void main()\n"
"{\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
" // ws modulation\n"
-" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
static GLuint _uniform_vblend_uTexGarbage;
static GLuint _uniform_vblend_uTexGradients;
static GLuint _uniform_vblend_uCamera;
-static GLuint _uniform_vblend_uPlane;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
static void shader_vblend_uCamera(v3f v){
glUniform3fv( _uniform_vblend_uCamera, 1, v );
}
-static void shader_vblend_uPlane(v4f v){
- glUniform4fv( _uniform_vblend_uPlane, 1, v );
-}
static void shader_vblend_g_world_depth(int i){
glUniform1i( _uniform_vblend_g_world_depth, i );
}
_uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
_uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
_uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
- _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
_uniform_vblend_g_world_depth = glGetUniformLocation( _shader_vblend.id, "g_world_depth" );
}
#endif /* SHADER_vblend_H */