X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=9e282be89f6eaf459aef241107c8aeee4345bbf7;hb=a9e3181f697ab37fc74f072cfcfdf44e2d659468;hp=a86d4ee0d06cfee68c7a52525fbb2916c441c32f;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index a86d4ee..9e282be 100644 --- a/world_water.h +++ b/world_water.h @@ -34,8 +34,16 @@ VG_STATIC void water_set_surface( world_instance *world, float height ) 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 @@ -130,7 +138,13 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) 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 ); @@ -175,7 +189,11 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) 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 );