"\n"
"#line 2 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
""},
};
-static GLuint _uniform_alphatest_uPv;
static GLuint _uniform_alphatest_uMdl;
+static GLuint _uniform_alphatest_uPv;
static GLuint _uniform_alphatest_uTexGarbage;
static GLuint _uniform_alphatest_uTexMain;
static GLuint _uniform_alphatest_uCamera;
static GLuint _uniform_alphatest_uPlane;
static GLuint _uniform_alphatest_g_world_depth;
-static void shader_alphatest_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_alphatest_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m );
}
+static void shader_alphatest_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_alphatest_uTexGarbage(int i){
glUniform1i( _uniform_alphatest_uTexGarbage, i );
}
}
static void shader_alphatest_use(void){ glUseProgram(_shader_alphatest.id); }
static void shader_alphatest_link(void){
- _uniform_alphatest_uPv = glGetUniformLocation( _shader_alphatest.id, "uPv" );
_uniform_alphatest_uMdl = glGetUniformLocation( _shader_alphatest.id, "uMdl" );
+ _uniform_alphatest_uPv = glGetUniformLocation( _shader_alphatest.id, "uPv" );
_uniform_alphatest_uTexGarbage = glGetUniformLocation( _shader_alphatest.id, "uTexGarbage" );
_uniform_alphatest_uTexMain = glGetUniformLocation( _shader_alphatest.id, "uTexMain" );
_uniform_alphatest_uCamera = glGetUniformLocation( _shader_alphatest.id, "uCamera" );