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fix wwater fog
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_character_view.h
diff --git
a/shaders/model_character_view.h
b/shaders/model_character_view.h
index 9489520c51b8f1fc33e33cd257742570ce395e7a..40e27cbd853d3320173e3f3b4af36e3af0ee1417 100644
(file)
--- a/
shaders/model_character_view.h
+++ b/
shaders/model_character_view.h
@@
-11,7
+11,8
@@
extern GLuint _uniform_model_character_view_uLightsIndex;
extern GLuint _uniform_model_character_view_uTexSceneDepth;
extern GLuint _uniform_model_character_view_uInverseRatioDepth;
extern GLuint _uniform_model_character_view_uInverseRatioMain;
extern GLuint _uniform_model_character_view_uTexSceneDepth;
extern GLuint _uniform_model_character_view_uInverseRatioDepth;
extern GLuint _uniform_model_character_view_uInverseRatioMain;
-extern GLuint _uniform_model_character_view_uDepthCompare;
+extern GLuint _uniform_model_character_view_uDepthMode;
+extern GLuint _uniform_model_character_view_uDitherCutoff;
static inline void shader_model_character_view_uPv(m4x4f m)
{
glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
static inline void shader_model_character_view_uPv(m4x4f m)
{
glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
@@
-40,9
+41,13
@@
static inline void shader_model_character_view_uInverseRatioMain(v3f v)
{
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
{
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
-static inline void shader_model_character_view_uDepth
Compar
e(int b)
+static inline void shader_model_character_view_uDepth
Mod
e(int b)
{
{
- glUniform1i(_uniform_model_character_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_character_view_uDepthMode,b);
+}
+static inline void shader_model_character_view_uDitherCutoff(f32 f)
+{
+ glUniform1f(_uniform_model_character_view_uDitherCutoff,f);
}
static inline void shader_model_character_view_use(void);
static inline void shader_model_character_view_use(void)
}
static inline void shader_model_character_view_use(void);
static inline void shader_model_character_view_use(void)