Moved GrassPass1Shader into render_geometry; fixed up coding style

somewhat.
This commit is contained in:
hiker 2015-05-11 09:14:43 +10:00
parent 400f9c612b
commit f3f30a8057
3 changed files with 336 additions and 168 deletions

File diff suppressed because it is too large Load Diff

View File

@ -565,16 +565,6 @@ namespace MeshShader
1, "glosstex",ST_TRILINEAR_ANISOTROPIC_FILTERED);
}
GrassPass1Shader::GrassPass1Shader()
{
loadProgram(OBJECT,
GL_VERTEX_SHADER, "grass_pass.vert",
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
GL_FRAGMENT_SHADER, "objectref_pass1.frag");
assignUniforms("ModelMatrix", "InverseModelMatrix", "windDir");
assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
1, "glosstex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
}
NormalMapShader::NormalMapShader()
{

View File

@ -57,12 +57,6 @@ public:
ObjectRefPass1Shader();
};
class GrassPass1Shader : public Shader<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>,
public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>
{
public:
GrassPass1Shader();
};
class NormalMapShader : public Shader<NormalMapShader, core::matrix4, core::matrix4>,
public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>