#include "shaders/scene_water_fast.h"
#include "scene.h"
-vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
+VG_STATIC GLuint tex_water_surf;
VG_STATIC void world_water_init(void)
{
shader_scene_water_register();
shader_scene_water_fast_register();
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- }
- vg_release_thread_sync();
+ vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi",
+ VG_TEX2D_LINEAR|VG_TEX2D_REPEAT,
+ &tex_water_surf );
vg_success( "done\n" );
}
render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
shader_scene_water_uTexMain( 0 );
-
- vg_tex2d_bind( &tex_water_surf, 1 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_water_surf );
shader_scene_water_uTexDudv( 1 );
+
shader_scene_water_uInvRes( (v2f){
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });
else if( vg.quality_profile == k_quality_profile_low ){
shader_scene_water_fast_use();
- vg_tex2d_bind( &tex_water_surf, 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_water_surf );
shader_scene_water_fast_uTexDudv( 1 );
+
shader_scene_water_fast_uTime( world_global.time );
shader_scene_water_fast_uCamera( cam->transform[3] );
shader_scene_water_fast_uSurfaceY( world->water.height );