io: make ClearColor and FogColor Vec4f instead of 3
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@ -252,14 +252,14 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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// 3. Render the actual output with deferred lighting
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], 1)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Disable(gl.DEPTH_TEST)
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r.lighting.shader.UseProgram()
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r.lighting.shader.BindTextures()
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r.lighting.shader.SetUniformMat4("lightspace", lightspace)
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r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.lighting.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.lighting.shader.SetUniformVec4f("fogColor", io.FogColor)
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r.lighting.shader.SetUniformVec3f("sun", normalSun)
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DrawScreenQuad()
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@ -278,7 +278,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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r.water.shader.SetUniformMat4("view", view.View())
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r.water.shader.SetUniformMat4("projection", view.Perspective())
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r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.water.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.water.shader.SetUniformVec4f("fogColor", io.FogColor)
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r.water.shader.SetUniformVec3f("sun", normalSun)
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r.water.shader.SetUniformFloat("alpha", alpha)
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