state->g_debug_indices = k_debug_light_indices;
state->g_light_preview = k_light_preview;
state->g_debug_complexity = k_debug_light_complexity;
-
- if( skaterift.activity == k_skaterift_respawning )
- state->g_time_of_day = 0.1f;
- else
- state->g_time_of_day = vg_fractf( world->time );
+ state->g_time_of_day = vg_fractf( world->time );
state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
static void render_world_override( world_instance *world,
world_instance *lighting_source,
m4x3f mmdl,
- camera *cam ){
+ camera *cam,
+ ent_spawn *dest_spawn, f32 iso_amt ){
struct world_pass pass = {
.cam = cam,
.fn_bind_textures = bindpoint_override,
};
shader_scene_override_use();
-#if 0
- respawn_chooser_shader_uniforms();
-#endif
shader_scene_override_uTexGarbage(0);
shader_scene_override_uTexMain(1);
shader_scene_override_uPv( pass.cam->mtx.pv );
+ shader_scene_override_uIsoAmt( iso_amt );
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
bind_terrain_noise();
v3_copy( world->player_co, uPlayerPos );
- m4x3f mmdl_inv;
- m4x3_invert_full( mmdl, mmdl_inv );
- v3f localized;
- m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
- ent_spawn *spawn = world_find_closest_spawn( world, localized );
- if( spawn )
- v3_copy( spawn->transform.co, uSpawnPos );
+ if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )
+ v3_copy( dest_spawn->transform.co, uSpawnPos );
+ else
+ v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos );
uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
uSpawnPos[3] = 1.0f/uPlayerPos[3];