Should make biomes working but it doesn't (using hardcode)

This commit is contained in:
2022-10-17 03:26:19 +02:00
parent c526ebe977
commit f9d77ea119
+41 -8
View File
@@ -54,15 +54,12 @@ fn main() {
in vec3 normal;
in uint index;
in float altitude;
in uint biome;
out vec3 v_normal;
out vec2 v_tex_coords;
out uint v_biome;
void main() {
v_normal = normal;
v_biome = biome;
uint index_mod = index % 6u;
uint index_div = index / 6u;
uint z = index_div / 250u;
@@ -95,16 +92,34 @@ fn main() {
in vec3 v_normal;
in vec2 v_tex_coords;
out vec4 f_color;
in uint v_biome;
flat in uint biome;
// TODO: not hardcode
uniform sampler2D tex;
uniform sampler2D tex0, tex1, tex2, tex3, tex4, tex5, tex6, tex7, tex8, tex9, tex10, tex11, tex12, tex13, tex14, tex15, tex16, tex17, tex18;
const vec3 LIGHT = vec3(0.0, -1.0, 0.0);
void main() {
float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex, v_tex_coords);
if(biome == 0u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex0, v_tex_coords);
else if(biome == 1u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex1, v_tex_coords);
else if(biome == 2u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex2, v_tex_coords);
else if(biome == 3u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex3, v_tex_coords);
else if(biome == 4u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex4, v_tex_coords);
else if(biome == 5u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex5, v_tex_coords);
else if(biome == 6u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex6, v_tex_coords);
else if(biome == 7u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex7, v_tex_coords);
else if(biome == 8u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex8, v_tex_coords);
else if(biome == 9u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex9, v_tex_coords);
else if(biome == 10u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex10, v_tex_coords);
else if(biome == 11u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex11, v_tex_coords);
else if(biome == 12u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex12, v_tex_coords);
else if(biome == 13u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex13, v_tex_coords);
else if(biome == 14u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex14, v_tex_coords);
else if(biome == 15u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex15, v_tex_coords);
else if(biome == 16u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex16, v_tex_coords);
else if(biome == 17u) f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex17, v_tex_coords);
else /*if(biome == 18u)*/ f_color = (0.3 + 0.7 * lum, 1.0) * texture(tex18, v_tex_coords);
}
"
},
@@ -121,7 +136,25 @@ fn main() {
let uniforms = uniform! {
persp_matrix: camera.get_perspective(),
view_matrix: camera.get_view(),
tex: &textures[0] // could inline otherwise
tex0: &textures[0],
tex1: &textures[1],
tex2: &textures[2],
tex3: &textures[3],
tex4: &textures[4],
tex5: &textures[5],
tex6: &textures[6],
tex7: &textures[7],
tex8: &textures[8],
tex9: &textures[9],
tex10: &textures[10],
tex11: &textures[11],
tex12: &textures[12],
tex13: &textures[13],
tex14: &textures[14],
tex15: &textures[15],
tex16: &textures[16],
tex17: &textures[17],
tex18: &textures[18],
};
// draw parameters