clean up blurring code. remove dead code
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index dc8206b57218ec989891930351bb1266256e0412..664a6e34f6ee8d7e97dde0106be91f0a45834eb8 100644 (file)
@@ -51,7 +51,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
       return;
 
    /* Draw reflection buffa */
-   render_fb_bind( gpipeline.fb_water_reflection, 1 );
+   vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    /* 
@@ -97,7 +97,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
     * Create beneath view matrix
     */
    vg_camera beneath_cam;
-   render_fb_bind( gpipeline.fb_water_beneath, 1 );
+   vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale );
    glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
@@ -125,11 +125,12 @@ void render_water_surface( world_instance *world, vg_camera *cam )
    if( !world->water.enabled )
       return;
 
-   if( vg.quality_profile == k_quality_profile_high ){
+   if( vg.quality_profile == k_quality_profile_high )
+   {
       /* Draw surface */
       shader_scene_water_use();
       
-      render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+      vg_framebuffer_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
       shader_scene_water_uTexMain( 0 );
    
       glActiveTexture( GL_TEXTURE1 );
@@ -142,7 +143,7 @@ void render_water_surface( world_instance *world, vg_camera *cam )
 
       WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
 
-      render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+      vg_framebuffer_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
       shader_scene_water_uTexBack( 5 );
       shader_scene_water_uTime( world_static.time );
       shader_scene_water_uCamera( cam->transform[3] );
@@ -227,10 +228,12 @@ void render_water_surface( world_instance *world, vg_camera *cam )
 
 static void world_water_drown(void)
 {
+   if( localplayer.drowned ) return;
    player__networked_sfx( k_player_subsystem_walk, 32, 
                           k_player_walk_soundeffect_splash,
                           localplayer.rb.co, 1.0f );
    vg_info( "player fell of due to walking into walker\n" );
+   localplayer.drowned = 1;
    player__dead_transition( k_player_die_type_generic );
 }