- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.

This commit is contained in:
Christoph Oelckers 2014-05-10 17:09:43 +02:00
commit b09405a8bd
9 changed files with 57 additions and 49 deletions

View file

@ -141,7 +141,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
glBindAttribLocation(hShader, VATTR_GLOWDISTANCE, "glowdistance");
glBindAttribLocation(hShader, VATTR_FOGPARAMS, "fogparams");
glBindAttribLocation(hShader, VATTR_LIGHTLEVEL, "lightlevel_in"); // Korshun.
@ -185,7 +184,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");
glowbottomplane_index = glGetUniformLocation(hShader, "glowbottomplane");
glowtopplane_index = glGetUniformLocation(hShader, "glowtopplane");
glUseProgram(hShader);
int texture_index = glGetUniformLocation(hShader, "texture2");