Replaces gui material by solid material in water waves rendering.
This was SVN commit r25713.
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@ -435,8 +435,9 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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glDisable(GL_CULL_FACE);
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// Overwrite waves that would be behind the ground.
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CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("glsl/gui_solid", CShaderDefines());
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dummyShader->Bind();
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CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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dummyTech->BeginPass();
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CShaderProgramPtr dummyShader = dummyTech->GetShader();
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dummyShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
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@ -446,7 +447,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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CPatchRData* data = visiblePatches[i];
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data->RenderWater(dummyShader, true, true);
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}
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dummyShader->Unbind();
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dummyTech->EndPass();
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glEnable(GL_CULL_FACE);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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