-#if 0
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#endif
-
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
+#define WORKSHOP_PREVIEW_WIDTH 504
+#define WORKSHOP_PREVIEW_HEIGHT 336
float quad[] = {
0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
float quad[] = {
0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
- 0.00f,0.00f, 1.00f,0x1p-4f,0.00f,0x1p-4f, /* fsquad1 */
- 0.00f,0.00f, 1.00f,0.00f, 1.00f,0x1p-4f,
+ 0.00f,0.00f, 1.00f,rh, 0.00f,rh, /* fsquad1 */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,rh,
0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
+
+ 0.00f,ih, 1.00f,ih+rh, 0.00f,ih+rh, /* fsquad2 */
+ 0.00f,ih, 1.00f,ih, 1.00f,ih+rh,
};
vg_console_reg_cmd( "fb", render_framebuffer_control,
render_framebuffer_poll );
};
vg_console_reg_cmd( "fb", render_framebuffer_control,
render_framebuffer_poll );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );