1
0
forked from 0ad/0ad
0ad/source/renderer/RenderPathVertexShader.h
prefect 7dee30e24c - Terrain self-shadows (only noticeable with a low angle of sun)
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
  and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
  black

This was SVN commit r3508.
2006-02-13 14:18:20 +00:00

37 lines
843 B
C++

#ifndef __RENDERPATHVERTEXSHADER_H__
#define __RENDERPATHVERTEXSHADER_H__
class RenderPathVertexShader
{
public:
RenderPathVertexShader();
~RenderPathVertexShader();
// Initialize this render path.
bool Init();
// Call once per frame to update program stuff
void BeginFrame();
public:
Handle m_ModelLight;
GLint m_ModelLight_Ambient;
GLint m_ModelLight_SunDir;
GLint m_ModelLight_SunColor;
Handle m_InstancingLight;
GLint m_InstancingLight_Ambient;
GLint m_InstancingLight_SunDir;
GLint m_InstancingLight_SunColor;
GLint m_InstancingLight_Instancing1; // matrix rows
GLint m_InstancingLight_Instancing2;
GLint m_InstancingLight_Instancing3;
Handle m_Instancing;
GLint m_Instancing_Instancing1; // matrix rows
GLint m_Instancing_Instancing2;
GLint m_Instancing_Instancing3;
};
#endif // __RENDERPATHVERTEXSHADER_H__