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redesigned shader system

This commit is contained in:
Zeno Rogue
2019-10-21 22:34:20 +02:00
parent 7babf20ef4
commit 09fcd14aa7
13 changed files with 1310 additions and 1359 deletions
+11 -9
View File
@@ -1003,21 +1003,23 @@ void geometry_information::make_floor_textures_here() {
// gradient vertices
vector<glhr::colored_vertex> gv;
current_display->scrdist = 0;
gv.emplace_back(-1, -1, 0, 0, 0);
gv.emplace_back(+1, -1, 0, 0, 0);
gv.emplace_back(+1, +1, 1, 1, 1);
gv.emplace_back(-1, -1, 0, 0, 0);
gv.emplace_back(+1, +1, 1, 1, 1);
gv.emplace_back(-1, +1, 1, 1, 1);
glhr::switch_mode(glhr::gmVarColored, glhr::shader_projection::standard);
current_display->set_all(0);
glhr::new_projection();
glhr::id_modelview();
glhr::prepare(gv);
glhr::set_depthtest(false);
glDrawArrays(GL_TRIANGLES, 0, isize(gv));
if(1) {
current_display->next_shader_flags = GF_VARCOLOR;
dynamicval<eModel> m(pmodel, mdPixel);
current_display->set_all(0);
glhr::new_projection();
glhr::id_modelview();
glhr::prepare(gv);
glhr::set_depthtest(false);
glDrawArrays(GL_TRIANGLES, 0, isize(gv));
}
shOverFloor.pstrength = 20;
shFeatherFloor.pstrength = 40;