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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index c16e2c556f60caa9864826f46cc6396778998b7c..9e282be89f6eaf459aef241107c8aeee4345bbf7 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-38,6
+38,12
@@
VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
VG_STATIC void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
VG_STATIC void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
/*
* Does not write motion vectors
/*
* Does not write motion vectors
@@
-135,6
+141,10
@@
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
world_link_lighting_ub( world, _shader_scene_water.id );
world_bind_position_texture( world, _shader_scene_water.id,
_uniform_scene_water_g_world_depth, 2 );
world_link_lighting_ub( world, _shader_scene_water.id );
world_bind_position_texture( world, _shader_scene_water.id,
_uniform_scene_water_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsArray, 4 );
+ world_bind_light_index( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsIndex, 5 );
render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
shader_scene_water_uTexBack( 3 );
render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
shader_scene_water_uTexBack( 3 );
@@
-182,6
+192,8
@@
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
world_link_lighting_ub( world, _shader_scene_water_fast.id );
world_bind_position_texture( world, _shader_scene_water_fast.id,
_uniform_scene_water_fast_g_world_depth, 2 );
world_link_lighting_ub( world, _shader_scene_water_fast.id );
world_bind_position_texture( world, _shader_scene_water_fast.id,
_uniform_scene_water_fast_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_uLightsArray, 4 );
m4x3f full;
m4x3_identity( full );
m4x3f full;
m4x3_identity( full );