fix uninitialized shader variable
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4a9afb4246
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203b77c32f
@ -29,7 +29,7 @@ const float fogDensity = .00003;
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float light;
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float light;
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vec4 texpixel, color;
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vec3 color = vec3(0);
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void lightSun();
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void lightSun();
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float lightSunShadow();
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float lightSunShadow();
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void lightPoint(int i);
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void lightPoint(int i);
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@ -60,14 +60,13 @@ void main() {
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lightSun();
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lightSun();
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color += vec4(fragColor.rgb * light, 0.0f);
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color += fragColor.rgb * light;
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color.a = fragColor.a;
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//float z = gl_FragCoord.z / gl_FragCoord.w;
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//float z = gl_FragCoord.z / gl_FragCoord.w;
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//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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//outputColor = mix(fogColor, color, fog);
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//outputColor = mix(fogColor, color, fog);
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outputColor = color;
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outputColor = vec4(color, 1);
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}
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}
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void lightSun() {
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void lightSun() {
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@ -82,7 +81,7 @@ void lightSun() {
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float shadow = lightSunShadow();
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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light += diffuse * shadow;
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color += vec4(vec3(specular), 0.0f) * shadow;
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color += vec3(specular) * shadow;
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}
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}
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float lightSunShadow() {
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float lightSunShadow() {
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@ -11,5 +11,5 @@ void main() {
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if (texColor.a < 1e-4)
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if (texColor.a < 1e-4)
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discard;
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discard;
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outputColor = vec4(pow(texColor.rgb / exposure, vec3(1.0/gamma)), 1.0f);
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outputColor = vec4(pow(texColor.rgb * exposure, vec3(1.0/gamma)), 1.0f);
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}
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}
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@ -26,7 +26,7 @@ const float fogDensity = .00003;
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float finalpha;
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float finalpha;
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float light;
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float light;
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vec4 texpixel, color;
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vec3 color = vec3(0);
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void lightSun();
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void lightSun();
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float lightSunShadow();
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float lightSunShadow();
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void lightPoint(int i);
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void lightPoint(int i);
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@ -41,14 +41,12 @@ void main() {
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lightSun();
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lightSun();
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color += vec4(fragColor.rgb * light, 0.0f);
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color += fragColor.rgb * light;
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color.a = fragColor.a;
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color.rgb = color.rgb;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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//float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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outputColor = mix(fogColor, color, fog) * finalpha;
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outputColor = vec4(color, 1) * finalpha;
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}
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}
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void lightSun() {
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void lightSun() {
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@ -63,7 +61,7 @@ void lightSun() {
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float shadow = lightSunShadow();
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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light += diffuse * shadow;
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color += vec4(vec3(specular), 0.0f) * shadow;
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color += vec3(specular) * shadow;
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if (specular*shadow > 1.0f) {
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if (specular*shadow > 1.0f) {
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finalpha = min(finalpha + specular - 1.0f, 1.0f);
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finalpha = min(finalpha + specular - 1.0f, 1.0f);
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@ -10,6 +10,7 @@ import (
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/util"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/glfw/v3.3/glfw"
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@ -22,6 +23,8 @@ type guiState struct {
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lastframeCgoCalls int64
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lastframeCgoCalls int64
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lastCountSec *util.Clock
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loadChunkFile string
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loadChunkFile string
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loadChunkID [2]int32
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loadChunkID [2]int32
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@ -56,6 +59,10 @@ func (g *Game) imgui() {
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io.Diagnostics.CgoCalls = runtime.NumCgoCall() - g.gui.lastframeCgoCalls
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io.Diagnostics.CgoCalls = runtime.NumCgoCall() - g.gui.lastframeCgoCalls
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g.gui.lastframeCgoCalls = runtime.NumCgoCall()
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g.gui.lastframeCgoCalls = runtime.NumCgoCall()
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/*if g.gui.lastCountSec.Elapsed() >= time.Second {
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g.gui.lastCountSec.Restart()
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}*/
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if io.ShowDebugInfo {
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if io.ShowDebugInfo {
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imgui.SetNextWindowPosV(imgui.Vec2{}, imgui.ConditionAlways, imgui.Vec2{})
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imgui.SetNextWindowPosV(imgui.Vec2{}, imgui.ConditionAlways, imgui.Vec2{})
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imgui.SetNextWindowSize(imgui.Vec2{X: float32(io.DisplaySize[0]), Y: float32(io.DisplaySize[1])})
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imgui.SetNextWindowSize(imgui.Vec2{X: float32(io.DisplaySize[0]), Y: float32(io.DisplaySize[1])})
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