io: make ClearColor and FogColor Vec4f instead of 3

This commit is contained in:
2022-01-29 22:52:51 +08:00
parent 444697b205
commit 25872b257d
3 changed files with 7 additions and 5 deletions

View File

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