mirror of
https://github.com/Jozufozu/Flywheel.git
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a4a2d6ba13
- Add Model.boundingSphere() - Fix MaterialRenderState not setting up polygon offset correctly - Fix GlslSwitch using incorrect indentation for first and last line - Tweak how instanced crumbling works - Add CutoutShaders.ONE_TENTH - Rename Contexts.WORLD to DEFAULT - Rename Material.baseTexture() to texture - Rename Transparency.LIGHTING to LIGHTNING - Rename WriteMask.BOTH to COLOR_DEPTH - Rename SimpleModel to SingleMeshModel and add new SimpleModel that stores an arbitrary amount of meshes - Remove flywheel:flywheel/api/* files and assume appropriate symbols are automatically defined - Rename many GLSL variables, functions, and constants - Reorganize GLSL files - Add NonExtendable annotation to some API classes - Rename some Java classes, methods, fields, and variables
33 lines
1 KiB
GLSL
33 lines
1 KiB
GLSL
const uint FLW_MAT_DEPTH_TEST_OFF = 0u;
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const uint FLW_MAT_DEPTH_TEST_NEVER = 1u;
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const uint FLW_MAT_DEPTH_TEST_LESS = 2u;
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const uint FLW_MAT_DEPTH_TEST_EQUAL = 3u;
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const uint FLW_MAT_DEPTH_TEST_LEQUAL = 4u;
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const uint FLW_MAT_DEPTH_TEST_GREATER = 5u;
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const uint FLW_MAT_DEPTH_TEST_NOTEQUAL = 6u;
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const uint FLW_MAT_DEPTH_TEST_GEQUAL = 7u;
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const uint FLW_MAT_DEPTH_TEST_ALWAYS = 8u;
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const uint FLW_MAT_TRANSPARENCY_OPAQUE = 0u;
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const uint FLW_MAT_TRANSPARENCY_ADDITIVE = 1u;
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const uint FLW_MAT_TRANSPARENCY_LIGHTNING = 2u;
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const uint FLW_MAT_TRANSPARENCY_GLINT = 3u;
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const uint FLW_MAT_TRANSPARENCY_CRUMBLING = 4u;
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const uint FLW_MAT_TRANSPARENCY_TRANSLUCENT = 5u;
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const uint FLW_MAT_WRITE_MASK_COLOR_DEPTH = 0u;
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const uint FLW_MAT_WRITE_MASK_COLOR = 1u;
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const uint FLW_MAT_WRITE_MASK_DEPTH = 2u;
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struct FlwMaterial {
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bool blur;
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bool mipmap;
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bool backfaceCulling;
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bool polygonOffset;
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uint depthTest;
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uint transparency;
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uint writeMask;
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bool useOverlay;
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bool useLight;
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bool diffuse;
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};
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