remove scale uniform from shaders
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a1a81d66e1
commit
932b0b55f6
@ -1,5 +1,4 @@
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uniform float scale;
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uniform mat4 projection;
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uniform mat4 modelview;
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@ -11,7 +10,7 @@ varying vec3 normal_i;
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void main(void)
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{
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gl_Position = projection * modelview * vec4(scale * pos, 1);
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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normal_i = modelview * vec4(normal, 0);
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}
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@ -1,5 +1,4 @@
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uniform float scale;
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uniform mat4 projection;
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uniform mat4 modelview;
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@ -13,7 +12,7 @@ varying vec2 tex_coord_i;
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void main(void)
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{
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gl_Position = projection * modelview * vec4(scale * pos, 1);
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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normal_i = modelview * vec4(normal, 0);
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@ -82,7 +82,6 @@ bool Client::initgl()
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"diffuse",
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"specular",
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"shininess",
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"scale",
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"projection",
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"modelview"
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};
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@ -161,6 +160,7 @@ void Client::draw_players()
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m_modelview.push();
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m_modelview.translate(m_player->x, m_player->y, 4);
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m_modelview.rotate(m_player->direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.scale(2, 2, 2);
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m_tank_obj.bindBuffers();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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@ -169,7 +169,6 @@ void Client::draw_players()
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stride, (GLvoid *) m_tank_obj.getVertexOffset());
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
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stride, (GLvoid *) m_tank_obj.getNormalOffset());
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glUniform1f(m_obj_program.uniform("scale"), 2.0f);
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m_projection.to_uniform(m_obj_program.uniform("projection"));
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m_modelview.to_uniform(m_obj_program.uniform("modelview"));
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for (map<string, WFObj::Material>::iterator it =
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@ -227,8 +226,8 @@ void Client::draw_map()
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float cy = tile->get_y();
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m_modelview.push();
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m_modelview.translate(cx, cy, 0);
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m_modelview.scale(tile->get_size(), tile->get_size(), tile->get_size());
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m_modelview.to_uniform(m_obj_program.uniform("modelview"));
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glUniform1f(m_obj_program.uniform("scale"), tile->get_size());
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for (map<string, WFObj::Material>::iterator it =
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m_tile_obj.getMaterials().begin();
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it != m_tile_obj.getMaterials().end();
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