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Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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664f5ce960
commit
ccbf8029ea
11 changed files with 157 additions and 377 deletions
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@ -774,7 +774,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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bool is_liquid = false;
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u8 material_type = (alpha == 255) ?
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MaterialType material_type = (alpha == 255) ?
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TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
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switch (drawtype) {
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@ -892,7 +892,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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u8 overlay_material = material_type;
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MaterialType overlay_material = material_type;
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if (overlay_material == TILE_MATERIAL_OPAQUE)
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overlay_material = TILE_MATERIAL_BASIC;
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else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
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@ -913,7 +913,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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tdef[j].backface_culling, tsettings);
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}
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u8 special_material = material_type;
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MaterialType special_material = material_type;
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if (drawtype == NDT_PLANTLIKE_ROOTED) {
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if (waving == 1)
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special_material = TILE_MATERIAL_WAVING_PLANTS;
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