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Fix shader-based buildings on AMD/macOS

This commit is contained in:
James Turner 2021-01-22 20:59:34 +00:00
parent e70f096654
commit 9355d464c1

View file

@ -34,6 +34,8 @@ uniform int color_is_position;
// void fog_Func(int type);
////////////////////////////
void setupShadows(vec4 eyeSpacePos);
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
{
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
@ -72,7 +74,7 @@ void main(void)
float sr = sin(6.28 * attr1.x);
float cr = cos(6.28 * attr1.x);
vec3 rawpos = gl_Vertex.xyz;
rawpos = gl_Vertex.xyz;
// Adjust the very top of the roof to match the rooftop scaling. This shapes
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * attr3.z - 0.5);
@ -180,4 +182,6 @@ void main(void)
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
setupShadows(ecPosition);
}