mirror of
https://github.com/Jozufozu/Flywheel.git
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a89756a709
- Allow materials to specify the cardinal lighting mode - Hard-code the cardinal lighting mode to be one of 3 - Off - Chunk - Entity (default) - This gives artists some control over how they want their models to appear in-game. Kryppers in particular noticed lighting discrepancies between a flywheel model and a block model - Remove "useLightDirections" config, command, and uniform - Remove "diffuse" flag from Material
37 lines
1.2 KiB
GLSL
37 lines
1.2 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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const uint FLW_MAT_CARDINAL_LIGHTING_MODE_OFF = 0u;
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const uint FLW_MAT_CARDINAL_LIGHTING_MODE_CHUNK = 1u;
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const uint FLW_MAT_CARDINAL_LIGHTING_MODE_ENTITY = 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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uint cardinalLightingMode;
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};
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