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Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader, you must want it for a node. So it depends heavily on being given a tile material and the node drawtype. But this doesn't make sense neither in theory nor in practice. This commit takes a small step towards removing the incorrect abstraction.
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14 changed files with 81 additions and 53 deletions
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@ -108,8 +108,7 @@ float smoothTriangleWave(float x)
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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// OpenGL < 4.3 does not support continued preprocessor lines
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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#if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER
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//
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// Simple, fast noise function.
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@ -166,8 +165,7 @@ void main(void)
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#endif
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vec4 pos = inVertexPosition;
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// OpenGL < 4.3 does not support continued preprocessor lines
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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#if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER
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// Generate waves with Perlin-type noise.
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// The constants are calibrated such that they roughly
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// correspond to the old sine waves.
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