fix transparency & add glass
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32b06810e2
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501037d84d
@ -17,12 +17,13 @@ const float gamma = 2.2;
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void main() {
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outputColor = texture(tex, fragTexCoord);
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if (outputColor.a < 1e-3)
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discard;
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragDepthView;
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outputNormal.xyz = fragNormal;
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outputNormal.w = fragPosLightspaceZ;
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(outputColor.rgb, outputColor.a);
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}
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BIN
internal/asset/texture/world/glass.png
Normal file
BIN
internal/asset/texture/world/glass.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 147 B |
@ -24,7 +24,7 @@ const (
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PlayerPlaceCooldown = 200 * time.Millisecond
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)
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var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Debug, blocks.DebugDir, blocks.Bedrock, blocks.Water}
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var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Glass, blocks.DebugDir, blocks.Bedrock, blocks.Water}
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var placei = 0
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var logs string
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@ -129,6 +129,7 @@ func (g *Game) initRender() (err error) {
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r.texture.GenerateMipMap()
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gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
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r.depthmap.shader.SetUniformTexture("tex", r.texture)
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r.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.water.shader.SetUniformTexture("tex", r.texture)
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igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_Linear, igwrap.TextureFlag_FlipY)
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@ -20,6 +20,8 @@ const (
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Water
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Glass
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Count
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)
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@ -35,13 +37,15 @@ func init() {
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world.RegisterBlockBehaviour(7, world.BlockBehaviourStatic(world.BlockAppearance{Name: "bedrock"}))
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world.RegisterBlockBehaviour(8, world.BlockBehaviourStatic(world.BlockAppearance{Name: "sand"}))
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world.RegisterBlockBehaviour(9, world.BlockBehaviourStatic(world.BlockAppearance{Name: "log_oak", RenderType: world.ThreeTexture}))
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world.RegisterBlockBehaviour(10, world.BlockBehaviourStatic(world.BlockAppearance{Name: "leaves_oak"}))
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world.RegisterBlockBehaviour(10, world.BlockBehaviourStatic(world.BlockAppearance{Name: "leaves_oak", Transparent: true}))
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world.RegisterBlockBehaviour(11, world.BlockBehaviourStatic(world.BlockAppearance{Name: "planks_oak"}))
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world.RegisterBlockBehaviour(12, WaterBehaviour{})
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if Count != 13 {
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world.RegisterBlockBehaviour(13, world.BlockBehaviourStatic(world.BlockAppearance{Name: "glass", Transparent: true}))
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if Count != 14 {
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panic("world.DefaultBlocks: block count not correct (check for block numbering in default_blocks.go)")
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}
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