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forked from 0ad/0ad

Removes binding additional attribute for water shader added in 1d9a8b2b0b.

Reported By: Freagarach
This was SVN commit r26223.
This commit is contained in:
Vladislav Belov 2022-01-15 16:47:42 +00:00
parent a4a647e9f0
commit 40e75f9c89
3 changed files with 6 additions and 5 deletions

View File

@ -1370,7 +1370,7 @@ void CPatchRData::BuildWater()
}
}
void CPatchRData::RenderWaterSurface(CShaderProgramPtr& shader)
void CPatchRData::RenderWaterSurface(CShaderProgramPtr& shader, const bool bindWaterData)
{
ASSERT(m_UpdateFlags == 0);
@ -1382,7 +1382,8 @@ void CPatchRData::RenderWaterSurface(CShaderProgramPtr& shader)
// Setup data pointers.
const GLsizei stride = sizeof(SWaterVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position);
shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWater->m_Index].m_WaterData);
if (bindWaterData)
shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWater->m_Index].m_WaterData);
shader->AssertPointersBound();

View File

@ -47,7 +47,7 @@ public:
void RenderOutline();
void RenderPriorities(CTextRenderer& textRenderer);
void RenderWaterSurface(CShaderProgramPtr& shader);
void RenderWaterSurface(CShaderProgramPtr& shader, const bool bindWaterData);
void RenderWaterShore(CShaderProgramPtr& shader);
CPatch* GetPatch() { return m_Patch; }

View File

@ -486,7 +486,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWaterSurface(fancyWaterShader);
data->RenderWaterSurface(fancyWaterShader, true);
data->RenderWaterShore(fancyWaterShader);
}
m->fancyWaterTech->EndPass();
@ -536,7 +536,7 @@ void TerrainRenderer::RenderSimpleWater(int cullGroup)
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWaterSurface(waterSimpleShader);
data->RenderWaterSurface(waterSimpleShader, false);
}
g_Renderer.BindTexture(1, 0);