Не подтверждена Коммит 9e990467 создал по автору 6yntar05's avatar 6yntar05
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Some unnecessary effect lol

владелец bd1b86c2
...@@ -30,6 +30,6 @@ void main(void){ ...@@ -30,6 +30,6 @@ void main(void){
else if (TexIndex < 5.1) else if (TexIndex < 5.1)
color = texture2D(right, TexCoord); color = texture2D(right, TexCoord);
else color = vec4(1.0, 0.0, 1.0, 1.0); // Error else color = vec4(1.0, 0.0, 1.0, 1.0); // Error
// color += glPos; color.xyz -= vec3((1.0-gl_FragCoord.z)/3.0);
} }
...@@ -19,6 +19,7 @@ out vec4 glPos; ...@@ -19,6 +19,7 @@ out vec4 glPos;
void main(void){ void main(void){
gl_Position = projection * view * model * vec4(position, 1.0); gl_Position = projection * view * model * vec4(position, 1.0);
glPos = gl_Position; glPos = gl_Position;
TexCoord = texCoord; TexCoord = texCoord;
TexIndex = texIndex; TexIndex = texIndex;
......
...@@ -47,7 +47,7 @@ namespace bebra { ...@@ -47,7 +47,7 @@ namespace bebra {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0"); SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0");
SDL_GL_SetSwapInterval(0); SDL_GL_SetSwapInterval(0);
SDL_Window *window = SDL_CreateWindow(windowName.c_str() , SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_Window *window = SDL_CreateWindow(windowName.c_str() , SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
windowWidth, windowHeight, properties_graphic_api | !SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); windowWidth, windowHeight, properties_graphic_api | SDL_RENDERER_ACCELERATED);
if (window == NULL){ if (window == NULL){
std::cout << "ERROR::SDL::CREATE_WINDOW\n"; std::cout << "ERROR::SDL::CREATE_WINDOW\n";
......
...@@ -89,8 +89,10 @@ int main() { ...@@ -89,8 +89,10 @@ int main() {
// Clear the buffers // Clear the buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(54.0/255.0, 58.0/255.0, 61.0/255.0, 1.0f); //glClearColor(54.0/255.0, 58.0/255.0, 61.0/255.0, 1.0f);
glClearColor(15.0/255.0, 15.0/255.0, 15.0/255.0, 1.0f);
{ // SkyBox render { // SkyBox render
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
skyboxShader.Use(); skyboxShader.Use();
...@@ -118,15 +120,15 @@ int main() { ...@@ -118,15 +120,15 @@ int main() {
/// Render chunk /// Render chunk
// Functor: Render single layer of chunk // Functor: Render single layer of chunk
static std::function layerFunctor = [&](bebra::objects::chunk& shittedChunk, int iLayer) { static std::function layerFunctor = [&blockShader](bebra::objects::chunk& shittedChunk, int iLayer) {
bebra::objects::chunkLayer& layer = shittedChunk[iLayer]; bebra::objects::chunkLayer& layer = shittedChunk[iLayer];
// Functor: Render single row of chunk // Functor: Render single row of chunk
static std::function rowFunctor = [&](bebra::objects::chunkLayer& layer, int iRow) { static std::function rowFunctor = [&blockShader, &iLayer](bebra::objects::chunkLayer& layer, int iRow) {
bebra::objects::chunkRow& row = layer[iRow]; bebra::objects::chunkRow& row = layer[iRow];
// Functor: Render single block of chunk // Functor: Render single block of chunk
static std::function blockFunctor = [&](bebra::objects::chunkRow& row, int iBlock) { static std::function blockFunctor = [&blockShader, &iLayer, &iRow](bebra::objects::chunkRow& row, int iBlock) {
bebra::objects::block* block = row[iBlock]; bebra::objects::block* block = row[iBlock];
if (block->air) return; if (block->air) return;
......
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