- moved uViewHeight and uCameraPos to the viewpoint uniform struct.
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9486180843
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43e1a2d249
12 changed files with 57 additions and 53 deletions
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@ -96,7 +96,6 @@ void FRenderState::Reset()
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mInterpolationFactor = 0.0f;
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mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
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mCameraPos.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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@ -163,7 +162,6 @@ bool FRenderState::ApplyShader()
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activeShader->muPalLightLevels.Set(static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8));
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activeShader->muGlobVis.Set(GLRenderer->mGlobVis / 32.0f);
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activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
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activeShader->muCameraPos.Set(mCameraPos.vec);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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@ -176,7 +174,6 @@ bool FRenderState::ApplyShader()
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(-1);
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muViewHeight.Set(viewheight);
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activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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if (mGlowEnabled)
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