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forked from 0ad/0ad

Replaces gui material by solid material in water waves rendering.

This was SVN commit r25713.
This commit is contained in:
Vladislav Belov 2021-06-06 18:13:20 +00:00
parent fa03eb3485
commit 7d039f2627

View File

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