fix motion vectors going through gate
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 0bb4c3330bd42a878940e26feae5f9fb5213422a..e3c7ee734b515c4bf0e01b31e341c36f56531272 100644 (file)
--- a/render.h
+++ b/render.h
@@ -139,13 +139,13 @@ framebuffers[] =
       /*
        * The primary draw target
        */
-      "Main", 
+      "main", 
       .link = &gpipeline.fb_main,
       .resolution_div = 1,
       .attachments = 
       {
          {
-            "Colour", k_framebuffer_attachment_type_colour,
+            "colour", k_framebuffer_attachment_type_colour,
 
             .internalformat = GL_RGB,
             .format         = GL_RGB,
@@ -153,7 +153,7 @@ framebuffers[] =
             .attachment     = GL_COLOR_ATTACHMENT0
          },
          {
-            "Motion Vectors", k_framebuffer_attachment_type_colour,
+            "motion", k_framebuffer_attachment_type_colour,
 
             .quality        = k_framebuffer_quality_high_only,
             .internalformat = GL_RG16F,
@@ -162,7 +162,7 @@ framebuffers[] =
             .attachment     = GL_COLOR_ATTACHMENT1
          },
          {
-            "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
 
             .internalformat = GL_DEPTH24_STENCIL8,
             .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
@@ -175,7 +175,7 @@ framebuffers[] =
        * Note: it does not have a render buffer attachement because it's
        *       intended to be drawn to in a MAX blending mode
        */
-      "Heightmap", 
+      "heightmap", 
       .link = &gpipeline.fb_heightmap,
       .fixed_w = 1024,
       .fixed_h = 1024,
@@ -183,7 +183,7 @@ framebuffers[] =
       .attachments =
       {
          {
-            "Depth", k_framebuffer_attachment_type_colour,
+            "depth", k_framebuffer_attachment_type_colour,
 
             .internalformat = GL_R32F,
             .format         = GL_RED,
@@ -196,20 +196,20 @@ framebuffers[] =
       /*
        * Second rendered view from the perspective of the water reflection
        */
-      "Water reflection",
+      "water_reflection",
       .link = &gpipeline.fb_water_reflection,
       .resolution_div = 3,
       .attachments = 
       {
          {
-            "Colour", k_framebuffer_attachment_type_colour,
+            "colour", k_framebuffer_attachment_type_colour,
             .internalformat = GL_RGB,
             .format         = GL_RGB,
             .type           = GL_UNSIGNED_BYTE,
             .attachment     = GL_COLOR_ATTACHMENT0
          },
          {
-            "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
 
             .internalformat = GL_DEPTH24_STENCIL8,
             .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
@@ -221,20 +221,20 @@ framebuffers[] =
        * Thid rendered view from the perspective of the camera, but just 
        * captures stuff thats under the water
        */
-      "Water Beneath",
+      "water_beneath",
       .link = &gpipeline.fb_water_beneath,
       .resolution_div = 4,
       .attachments = 
       {
          {
-            "Colour", k_framebuffer_attachment_type_colour,
+            "colour", k_framebuffer_attachment_type_colour,
             .internalformat = GL_RGBA,
             .format         = GL_RGBA,
             .type           = GL_UNSIGNED_BYTE,
             .attachment     = GL_COLOR_ATTACHMENT0
          },
          {
-            "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
 
             .internalformat = GL_DEPTH24_STENCIL8,
             .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
@@ -596,7 +596,7 @@ VG_STATIC void render_init_fs_quad(void)
                     0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
 
                     0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
-                    0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f};
+                    0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f };
 
    glGenVertexArrays( 1, &gpipeline.fsquad.vao );
    glGenBuffers( 1, &gpipeline.fsquad.vbo );
@@ -605,7 +605,7 @@ VG_STATIC void render_init_fs_quad(void)
    glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
    glBindVertexArray( gpipeline.fsquad.vao );
    glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
-         sizeof(float)*2, (void*)0 );
+                          sizeof(float)*2, (void*)0 );
    glEnableVertexAttribArray( 0 );
 
    VG_CHECK_GL_ERR();