Fix fog not rendering
This commit is contained in:
parent
f2b069b007
commit
3018e41862
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@ -23,10 +23,14 @@ in vec4 a_color;
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#ifdef CC_a_normal
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in vec4 a_normal;
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#endif
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#ifdef CC_fog
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out vec4 v_position;
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#ifdef CC_a_texture1
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in vec2 a_texture1;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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out vec4 v_object_pos;
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#endif
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out vec4 v_position;
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#ifdef CC_a_color
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out vec4 v_color;
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#endif
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@ -36,11 +40,20 @@ out vec4 v_normal;
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#ifdef CC_a_texture0
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out vec2 v_texture0;
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#endif
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#ifdef CC_a_texture1
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out vec2 v_texture1;
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#endif
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#endif
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#ifdef CC_VERT
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void main(){
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vec4 pos = matrix_m * vec4(a_position, 1.0);
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#ifdef CC_fog
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v_position = pos;
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#ifdef CC_TEX_GEN_STRQ
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v_object_pos = vec4(a_position, 1.0);
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#endif
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#ifdef CC_a_color
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v_color = a_color;
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@ -50,6 +63,9 @@ void main(){
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#endif
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#ifdef CC_a_texture0
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v_texture0 = a_texture0;
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#endif
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#ifdef CC_a_texture1
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v_texture1 = a_texture1;
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#endif
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gl_Position = matrix_p * pos;
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}
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@ -58,12 +74,10 @@ void main(){
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#ifdef CC_FRAG
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#ifdef CC_unit0
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uniform sampler2D tex0;
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#ifndef CC_a_texture0
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uniform sampler2D tex1;
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uniform vec2 texCoordV0;
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#endif
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#endif
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uniform vec2 texCoordV1;
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#ifdef CC_lighting
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uniform vec3 light0Pos;
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uniform vec3 light1Pos;
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@ -71,20 +85,35 @@ uniform vec3 normalUniform;
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#endif
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#ifdef CC_fog
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uniform vec4 fogColor;
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uniform int fogMode;
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uniform float fogStart;
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uniform float fogEnd;
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uniform float fogDensity;
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uniform float fogPremultiply;
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//X = uniform float fogMode;
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//Y = uniform float fogStart;
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//Z = uniform float fogEnd - fogStart;
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//W = uniform float fogDensity;
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uniform vec4 fogParam;
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#endif
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uniform vec4 colorUniform;
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#ifdef CC_alphatest
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uniform float alphaTestF;
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#endif
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#ifdef CC_fog
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in vec4 v_position;
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#ifdef CC_TEX_GEN_STRQ
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//uniform int textureGenS_M;
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//uniform int textureGenT_M;
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//uniform int textureGenR_M;
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//uniform int textureGenQ_M;
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uniform ivec4 textureGen_M;
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uniform vec4 textureGenS_V;
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uniform vec4 textureGenT_V;
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uniform vec4 textureGenR_V;
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uniform vec4 textureGenQ_V;
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#endif
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#ifdef CC_patch_anisotropic
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uniform vec2 anisotropic_fix;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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in vec4 v_object_pos;
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#endif
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in vec4 v_position;
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#ifdef CC_a_color
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in vec4 v_color;
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#endif
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@ -94,10 +123,14 @@ in vec4 v_normal;
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#ifdef CC_a_texture0
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in vec2 v_texture0;
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#endif
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#ifdef CC_a_texture1
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in vec2 v_texture1;
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#endif
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out vec4 fragColor;
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
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void main(){
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#ifdef CC_a_color
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@ -106,12 +139,48 @@ void main(){
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vec4 color = colorUniform;
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#endif
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#ifdef CC_TEX_GEN_STRQ
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vec4 texSrc[2];
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texSrc[0] = v_object_pos;
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texSrc[1] = v_position;
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vec4 texPos;
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texPos.x = dot(texSrc[textureGen_M.x], textureGenS_V);
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texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
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texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
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texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
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texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
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color *= texture(tex0, texPos.xy / texPos.z).bgra;
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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discard;
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}
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#endif
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#else
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#ifdef CC_unit0
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#ifdef CC_a_texture0
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0)).xy).rgba;
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#ifdef CC_patch_anisotropic
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vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
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/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
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uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
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vec4 texColor = texture(tex0, uv);
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#else
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0)).xy).rgba;
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
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#endif
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#else
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
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#endif
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#ifdef CC_swap_rb
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color *= texColor.rgba;
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#else
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color *= texColor.bgra;
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#endif
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#endif
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#ifdef CC_alphatest
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@ -120,6 +189,15 @@ void main(){
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}
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#endif
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#ifdef CC_unit1
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#ifdef CC_a_texture1
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color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
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#else
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color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
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#endif
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#endif
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#endif
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#ifdef CC_lighting
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#ifdef CC_a_normal
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vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
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@ -133,11 +211,12 @@ void main(){
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#ifdef CC_fog
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float dist = sqrt(dot(v_position, v_position));
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float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - exp(-(fogDensity * dist)), 0.0, 1.0);
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color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
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float i = fogParam.x == 1.0 ? (dist - fogParam.y) / fogParam.z : 1.0 - exp(-fogParam.w * dist);
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color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a);
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#endif
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fragColor = color;
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}
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#endif
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@ -1,255 +0,0 @@
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#line 0
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precision lowp int;
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precision lowp sampler2D;
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precision lowp float;
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in vec2 pos;
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out vec4 fragColor;
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_FAST_PIXEL_OFFSET 0
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#define FXAA_GATHER4_ALPHA 0
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#ifndef FXAA_GREEN_AS_LUMA
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 1
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#endif
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#ifndef FXAA_DISCARD
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// 1 = Use discard on pixels which don't need AA.
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// 0 = Return unchanged color on pixels which don't need AA.
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#define FXAA_DISCARD 0
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture(t, p)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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/*============================================================================
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FXAA3 CONSOLE - PC VERSION
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Used only for FXAA Console, and not used on the 360 version.
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Console.
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// This must be from a constant/uniform.
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// This effects sub-pixel AA quality and inversely sharpness.
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// Where N ranges between,
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// N = 0.50 (default)
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// N = 0.33 (sharper)
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// {x___} = -N/screenWidthInPixels
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// {_y__} = -N/screenHeightInPixels
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// {__z_} = N/screenWidthInPixels
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// {___w} = N/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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//
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// Only used on FXAA Console.
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// Not used on 360, but used on PS3 and PC.
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// This must be from a constant/uniform.
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// {x___} = -2.0/screenWidthInPixels
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// {_y__} = -2.0/screenHeightInPixels
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// {__z_} = 2.0/screenWidthInPixels
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// {___w} = 2.0/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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FxaaFloat fxaaConsoleEdgeSharpness,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 1/4 and 1/8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// The console setting has a different mapping than the quality setting.
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// Other platforms can use other values.
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// 0.125 leaves less aliasing, but is softer (default!!!)
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// 0.25 leaves more aliasing, and is sharper
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FxaaFloat fxaaConsoleEdgeThreshold,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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// This does not apply to PS3,
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// PS3 was simplified to avoid more shader instructions.
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// 0.06 - faster but more aliasing in darks
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// 0.05 - default
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// 0.04 - slower and less aliasing in darks
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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FxaaFloat fxaaConsoleEdgeThresholdMin
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) {
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
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FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
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FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
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FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat lumaM = FxaaLuma(rgbyM);
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#else
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FxaaFloat lumaM = rgbyM.y;
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#endif
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
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lumaNe += 1.0/384.0;
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FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
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FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
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FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMinM = min(lumaMin, lumaM);
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FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
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FxaaFloat lumaMaxM = max(lumaMax, lumaM);
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FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
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FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
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FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
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if(lumaMaxSubMinM < lumaMaxScaledClamped)
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{
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#if (FXAA_DISCARD == 1)
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FxaaDiscard;
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#else
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return rgbyM;
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#endif
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}
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir;
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dir.x = dirSwMinusNe + dirSeMinusNw;
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dir.y = dirSwMinusNe - dirSeMinusNw;
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir1 = normalize(dir.xy);
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FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
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FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
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FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
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FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
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FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
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FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
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/*--------------------------------------------------------------------------*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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float lumaB = FxaaLuma(rgbyB);
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#else
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float lumaB = rgbyB.y;
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#endif
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if((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||
//
|
||||
return rgbyB;
|
||||
}
|
||||
/*==========================================================================*/
|
||||
|
||||
uniform sampler2D f_color;
|
||||
|
||||
uniform vec2 screenSize;
|
||||
|
||||
#define edgeSharpness 7.0
|
||||
#define edgeThreshold 0.1
|
||||
#define edgeThresholdMin 0.005
|
||||
|
||||
void main(){
|
||||
vec4 posPos;
|
||||
posPos.xy = pos - (0.6 / screenSize);
|
||||
posPos.zw = pos + (0.6 / screenSize);
|
||||
vec4 rcpFrameOpt;
|
||||
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
|
||||
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
|
||||
vec4 rcpFrameOpt2;
|
||||
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
|
||||
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
|
||||
|
||||
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
#line 2
|
||||
|
||||
precision highp int;
|
||||
precision highp sampler2D;
|
||||
precision highp float;
|
||||
|
||||
#ifdef CC_VERT
|
||||
uniform mat4 matrix_m;
|
||||
uniform mat4 matrix_p;
|
||||
|
||||
in vec3 a_vert;
|
||||
|
||||
void main(){
|
||||
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CC_FRAG
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(){
|
||||
fragColor = vec4(1.0);
|
||||
}
|
||||
#endif
|
|
@ -1,13 +0,0 @@
|
|||
#line 0
|
||||
|
||||
precision lowp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp float;
|
||||
|
||||
in vec2 a_pos;
|
||||
|
||||
out vec2 pos;
|
||||
|
||||
void main(){
|
||||
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
|
@ -23,7 +23,6 @@ public class EntityRenderer {
|
|||
private int field_1386_j;
|
||||
private Entity field_1385_k = null;
|
||||
private boolean cloudFog = false;
|
||||
private double cameraZoom = 1.0D;
|
||||
private double cameraYaw = 0.0D;
|
||||
private double cameraPitch = 0.0D;
|
||||
private long field_1384_l = System.currentTimeMillis();
|
||||
|
@ -250,14 +249,8 @@ public class EntityRenderer {
|
|||
if(this.mc.gameSettings.anaglyph) {
|
||||
GL11.glTranslatef((float)(-(var2 * 2 - 1)) * var3, 0.0F, 0.0F);
|
||||
}
|
||||
|
||||
if(this.cameraZoom != 1.0D) {
|
||||
GL11.glTranslatef((float)this.cameraYaw, (float)(-this.cameraPitch), 0.0F);
|
||||
GL11.glScaled(this.cameraZoom, this.cameraZoom, 1.0D);
|
||||
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
||||
} else {
|
||||
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
||||
}
|
||||
|
||||
GLU.gluPerspective(this.func_914_d(var1), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
|
||||
|
||||
GL11.glMatrixMode(GL11.GL_MODELVIEW);
|
||||
GL11.glLoadIdentity();
|
||||
|
@ -467,7 +460,7 @@ public class EntityRenderer {
|
|||
GL11.glDepthMask(true);
|
||||
GL11.glEnable(GL11.GL_CULL_FACE);
|
||||
GL11.glDisable(GL11.GL_BLEND);
|
||||
if(this.cameraZoom == 1.0D && this.mc.objectMouseOver != null && !var2.isInsideOfMaterial(Material.water)) {
|
||||
if(this.mc.objectMouseOver != null && !var2.isInsideOfMaterial(Material.water)) {
|
||||
GL11.glDisable(GL11.GL_ALPHA_TEST);
|
||||
var3.func_959_a(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
||||
var3.drawSelectionBox(var2, this.mc.objectMouseOver, 0, var2.inventory.getCurrentItem(), var1);
|
||||
|
@ -483,10 +476,8 @@ public class EntityRenderer {
|
|||
var3.func_4141_b(var1);
|
||||
GL11.glDisable(GL11.GL_FOG);
|
||||
this.setupFog(1, var1);
|
||||
if(this.cameraZoom == 1.0D) {
|
||||
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
|
||||
this.func_4135_b(var1, var11);
|
||||
}
|
||||
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
|
||||
this.func_4135_b(var1, var11);
|
||||
if(!this.mc.gameSettings.anaglyph) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -68,9 +68,9 @@ public class WorldRenderer {
|
|||
this.field_1753_k = var3 - this.field_1750_n;
|
||||
float var4 = 2.0F;
|
||||
this.field_1736_v = AxisAlignedBB.getBoundingBox((double)((float)var1 - var4), (double)((float)var2 - var4), (double)((float)var3 - var4), (double)((float)(var1 + this.field_1758_f) + var4), (double)((float)(var2 + this.field_1757_g) + var4), (double)((float)(var3 + this.field_1756_h) + var4));
|
||||
GL11.glNewList(this.field_1744_C + 2, GL11.GL_COMPILE);
|
||||
RenderItem.renderAABB(AxisAlignedBB.getBoundingBoxFromPool((double)((float)this.field_1752_l - var4), (double)((float)this.field_1751_m - var4), (double)((float)this.field_1750_n - var4), (double)((float)(this.field_1752_l + this.field_1758_f) + var4), (double)((float)(this.field_1751_m + this.field_1757_g) + var4), (double)((float)(this.field_1750_n + this.field_1756_h) + var4)));
|
||||
GL11.glEndList();
|
||||
//GL11.glNewList(this.field_1744_C + 2, GL11.GL_COMPILE);
|
||||
//RenderItem.renderAABB(AxisAlignedBB.getBoundingBoxFromPool((double)((float)this.field_1752_l - var4), (double)((float)this.field_1751_m - var4), (double)((float)this.field_1750_n - var4), (double)((float)(this.field_1752_l + this.field_1758_f) + var4), (double)((float)(this.field_1751_m + this.field_1757_g) + var4), (double)((float)(this.field_1750_n + this.field_1756_h) + var4)));
|
||||
//GL11.glEndList();
|
||||
this.MarkDirty();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user