new: frame_time uniform
parent
23c860ab99
commit
038386ef2d
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@ -385942,6 +385942,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
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glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
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}
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if ((loc = glGetUniformLocation(shader, "frame_count")) >= 0) {
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glUniform1i(loc, (unsigned)window_frame());
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}
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if ((loc = glGetUniformLocation(shader, "frame_time")) >= 0) {
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glUniform1f(loc, (float)window_time());
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}
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if (m.shading == SHADING_PBR) {
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handle old_shader = last_shader;
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@ -385961,7 +385969,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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shader_texture( "tex_skyenv", m.sky_env );
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}
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shader_texture( "tex_brdf_lut", brdf_lut() );
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shader_uint( "frame_count", (unsigned)window_frame() );
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shader_bind(old_shader);
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}
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}
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@ -3308,6 +3308,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
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glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
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}
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if ((loc = glGetUniformLocation(shader, "frame_count")) >= 0) {
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glUniform1i(loc, (unsigned)window_frame());
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}
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if ((loc = glGetUniformLocation(shader, "frame_time")) >= 0) {
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glUniform1f(loc, (float)window_time());
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}
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if (m.shading == SHADING_PBR) {
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handle old_shader = last_shader;
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@ -3327,7 +3335,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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shader_texture( "tex_skyenv", m.sky_env );
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}
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shader_texture( "tex_brdf_lut", brdf_lut() );
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shader_uint( "frame_count", (unsigned)window_frame() );
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shader_bind(old_shader);
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}
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}
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@ -20481,6 +20481,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
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glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
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}
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if ((loc = glGetUniformLocation(shader, "frame_count")) >= 0) {
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glUniform1i(loc, (unsigned)window_frame());
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}
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if ((loc = glGetUniformLocation(shader, "frame_time")) >= 0) {
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glUniform1f(loc, (float)window_time());
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}
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if (m.shading == SHADING_PBR) {
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handle old_shader = last_shader;
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@ -20500,7 +20508,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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shader_texture( "tex_skyenv", m.sky_env );
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}
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shader_texture( "tex_brdf_lut", brdf_lut() );
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shader_uint( "frame_count", (unsigned)window_frame() );
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shader_bind(old_shader);
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}
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}
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