v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
}
-VG_STATIC void world_link_lighting_ub( world_instance *world,
- GLuint shader, int texture_id );
+VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
+VG_STATIC void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
/*
* Does not write motion vectors
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();
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });
- world_link_lighting_ub( world, _shader_scene_water.id, 2 );
+ world_link_lighting_ub( world, _shader_scene_water.id );
+ world_bind_position_texture( world, _shader_scene_water.id,
+ _uniform_scene_water_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsArray, 4 );
+ world_bind_light_index( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsIndex, 5 );
render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
shader_scene_water_uTexBack( 3 );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == k_shader_water )
- {
+ if( mat->info.shader == k_shader_water ){
shader_scene_water_uShoreColour( mat->info.colour );
shader_scene_water_uOceanColour( mat->info.colour1 );
glDisable(GL_BLEND);
}
- else if( vg.quality_profile == k_quality_profile_low )
- {
+ else if( vg.quality_profile == k_quality_profile_low ){
shader_scene_water_fast_use();
vg_tex2d_bind( &tex_water_surf, 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 );
- world_link_lighting_ub( world, _shader_scene_water_fast.id, 2 );
+ world_link_lighting_ub( world, _shader_scene_water_fast.id );
+ world_bind_position_texture( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_uLightsArray, 4 );
m4x3f full;
m4x3_identity( full );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == k_shader_water )
- {
+ if( mat->info.shader == k_shader_water ){
shader_scene_water_fast_uShoreColour( mat->info.colour );
shader_scene_water_fast_uOceanColour( mat->info.colour1 );