static void render_terrain(m4x4f projection, v3f camera);
static void render_sky(m4x3f camera);
+#if 0
#ifndef TERRAIN_H
#define TERRAIN_H
free(msky);
}
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
static void render_terrain(m4x4f projection, v3f camera)
{
shader_terrain_use();
shader_terrain_uMdl( identity_matrix );
shader_terrain_uCamera( camera );
shader_terrain_uPlane( (v4f){ 0.0f,1.0f,0.0f, wrender.height } );
+
+ glActiveTexture( GL_TEXTURE2 );
+ glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+ shader_terrain_uTexDepth( 2 );
+ shader_terrain_uDepthBounds( (v4f){
+ wrender.depthbounds[0][0],
+ wrender.depthbounds[0][2],
+ 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
+ 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
}
static void render_lowerdome( m4x3f camera )
}
#endif
+#endif