forked from 0ad/0ad
Ykkrosh
8fee3d8ef8
Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
24 lines
816 B
XML
24 lines
816 B
XML
<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<define name="DECAL" value="1"/>
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<vertex file="terrain_common.vp">
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<uniform name="sunColor" loc="0" type="vec3"/>
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<uniform name="losTransform" loc="1" type="vec2"/>
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<uniform name="shadowTransform" loc="2" type="mat4"/>
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</vertex>
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<fragment file="terrain_common.fp">
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<uniform name="baseTex" loc="0" type="sampler2D"/>
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<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
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<uniform name="losTex" loc="3" type="sampler2D"/>
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<uniform name="ambient" loc="0" type="vec3"/>
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<uniform name="shadingColor" loc="1" type="vec3"/>
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<uniform name="shadowOffsets1" loc="2" type="vec4"/>
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<uniform name="shadowOffsets2" loc="3" type="vec4"/>
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</fragment>
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</program>
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