forked from 0ad/0ad
prefect
7dee30e24c
- 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.
37 lines
843 B
C++
37 lines
843 B
C++
#ifndef __RENDERPATHVERTEXSHADER_H__
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#define __RENDERPATHVERTEXSHADER_H__
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class RenderPathVertexShader
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{
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public:
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RenderPathVertexShader();
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~RenderPathVertexShader();
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// Initialize this render path.
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bool Init();
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// Call once per frame to update program stuff
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void BeginFrame();
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public:
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Handle m_ModelLight;
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GLint m_ModelLight_Ambient;
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GLint m_ModelLight_SunDir;
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GLint m_ModelLight_SunColor;
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Handle m_InstancingLight;
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GLint m_InstancingLight_Ambient;
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GLint m_InstancingLight_SunDir;
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GLint m_InstancingLight_SunColor;
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GLint m_InstancingLight_Instancing1; // matrix rows
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GLint m_InstancingLight_Instancing2;
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GLint m_InstancingLight_Instancing3;
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Handle m_Instancing;
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GLint m_Instancing_Instancing1; // matrix rows
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GLint m_Instancing_Instancing2;
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GLint m_Instancing_Instancing3;
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};
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#endif // __RENDERPATHVERTEXSHADER_H__
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