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redesigned shader system
This commit is contained in:
11
graph.cpp
11
graph.cpp
@@ -3076,9 +3076,9 @@ void drawaura() {
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}
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}
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glflush();
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dynamicval<eModel> p(pmodel, GDIM == 2 && pmodel == mdDisk ? mdDisk : mdUnchanged);
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current_display->next_shader_flags = GF_VARCOLOR;
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dynamicval<eModel> m(pmodel, mdPixel);
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current_display->set_all(0);
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glhr::switch_mode(glhr::gmVarColored, glhr::shader_projection::standard);
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glhr::id_modelview();
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glhr::prepare(auravertices);
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glhr::set_depthtest(false);
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@@ -4898,7 +4898,7 @@ void dqi_sky::draw() {
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for(int ed = current_display->stereo_active() ? -1 : 0; ed<2; ed+=2) {
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if(global_projection && global_projection != ed) continue;
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glhr::switch_mode(glhr::gmVarColored, glhr::new_shader_projection);
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current_display->next_shader_flags = GF_VARCOLOR;
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current_display->set_all(ed);
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if(global_projection)
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glhr::projection_multiply(glhr::tmtogl(xpush(-vid.ipd * global_projection/2)));
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@@ -7641,11 +7641,6 @@ EX void calcparam() {
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cd->tanfov = tan(vid.fov * degree / 2);
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if(pmodel)
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cd->scrdist = vid.xres / 2 / cd->tanfov;
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else
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cd->scrdist = cd->radius;
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callhooks(hooks_calcparam);
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reset_projection();
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}
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