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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.
This commit is contained in:
Vitaliy 2020-12-19 22:57:10 +03:00 committed by GitHub
parent 664f5ce960
commit ccbf8029ea
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 157 additions and 377 deletions

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@ -774,7 +774,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
bool is_liquid = false;
u8 material_type = (alpha == 255) ?
MaterialType material_type = (alpha == 255) ?
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
switch (drawtype) {
@ -892,7 +892,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
u8 overlay_material = material_type;
MaterialType overlay_material = material_type;
if (overlay_material == TILE_MATERIAL_OPAQUE)
overlay_material = TILE_MATERIAL_BASIC;
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
@ -913,7 +913,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tdef[j].backface_culling, tsettings);
}
u8 special_material = material_type;
MaterialType special_material = material_type;
if (drawtype == NDT_PLANTLIKE_ROOTED) {
if (waving == 1)
special_material = TILE_MATERIAL_WAVING_PLANTS;