routes
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vblend.h
index 3f5bfdc14ed136eb21c6856f253926a1af0e797f..53154f6370469c6ccc0518109af339d220d40f98 100644 (file)
@@ -45,7 +45,6 @@ static struct vg_shader _shader_vblend = {
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -151,14 +150,14 @@ static struct vg_shader _shader_vblend = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line     14        0 \n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "\n"
 "   // ws modulation\n"
-"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+"   vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
 "   \n"
 "   // Creating normal patches\n"
 "   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
@@ -203,7 +202,6 @@ static GLuint _uniform_vblend_uMdl;
 static GLuint _uniform_vblend_uTexGarbage;
 static GLuint _uniform_vblend_uTexGradients;
 static GLuint _uniform_vblend_uCamera;
-static GLuint _uniform_vblend_uPlane;
 static GLuint _uniform_vblend_g_world_depth;
 static void shader_vblend_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
@@ -220,9 +218,6 @@ static void shader_vblend_uTexGradients(int i){
 static void shader_vblend_uCamera(v3f v){
    glUniform3fv( _uniform_vblend_uCamera, 1, v );
 }
-static void shader_vblend_uPlane(v4f v){
-   glUniform4fv( _uniform_vblend_uPlane, 1, v );
-}
 static void shader_vblend_g_world_depth(int i){
    glUniform1i( _uniform_vblend_g_world_depth, i );
 }
@@ -236,7 +231,6 @@ static void shader_vblend_link(void){
    _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
    _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
    _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
-   _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
    _uniform_vblend_g_world_depth = glGetUniformLocation( _shader_vblend.id, "g_world_depth" );
 }
 #endif /* SHADER_vblend_H */