Moved GrassPass1Shader into render_geometry; fixed up coding style
somewhat.
This commit is contained in:
parent
400f9c612b
commit
f3f30a8057
File diff suppressed because it is too large
Load Diff
@ -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()
|
||||
{
|
||||
|
@ -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>
|
||||
|
Loading…
Reference in New Issue
Block a user