water now has depth and looks much better
This commit is contained in:
@ -222,6 +222,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
||||
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
||||
r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||
r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||
r.water.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||
|
||||
// generate SSAO friends
|
||||
gl.GenFramebuffers(1, &r.ssao.fbo)
|
||||
@ -430,7 +431,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
||||
gl.DepthFunc(gl.LESS)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
r.water.shader.UseProgram()
|
||||
r.water.shader.BindTextures()
|
||||
@ -442,6 +443,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
||||
r.water.shader.SetUniformVec4f("fogColor", io.FogColor)
|
||||
r.water.shader.SetUniformVec3f("sun", normalSun)
|
||||
r.water.shader.SetUniformFloat("alpha", alpha)
|
||||
r.water.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
|
||||
|
||||
world.RenderWater()
|
||||
|
||||
|
Reference in New Issue
Block a user