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-rw-r--r--shaders/lightmap.hpp26
1 files changed, 1 insertions, 25 deletions
diff --git a/shaders/lightmap.hpp b/shaders/lightmap.hpp
index 4c9e4b7b..d555dfc5 100644
--- a/shaders/lightmap.hpp
+++ b/shaders/lightmap.hpp
@@ -40,24 +40,6 @@ struct lightmap_shader final : GL::AbstractShaderProgram
GL::Texture2D scratch{NoCreate}, accum{NoCreate};
};
-#if 0
-const blend_light = {
- equation: {color: gl.FUNC_ADD, alpha: gl.FUNC_ADD},
- function: {color_src:gl.DST_ALPHA, alpha_src:gl.ONE,
- color_dst:gl.ONE, alpha_dst:gl.ZERO},
-};
-
-// Shadows should only be drawn into the alpha channel and should leave color untouched.
-// You could also do this with a write mask if that's supported.
-const blend_shadow = {
- equation: {color: gl.FUNC_ADD, alpha: gl.FUNC_ADD},
- function: {color_src:gl.ZERO, alpha_src:gl.ZERO,
- color_dst:gl.ONE_MINUS_SRC_COLOR, alpha_dst:GL_ONE},
-};
-#endif
-
- //void begin_light(Vector2 neighbor_offset, const light_s& light);
-
void begin_occlusion();
void end_occlusion();
void add_chunk(Vector2 neighbor_offset, chunk& c);
@@ -65,8 +47,6 @@ const blend_shadow = {
void add_geometry(Vector2 neighbor_offset, chunk& c);
void add_rect(Vector2 neighbor_offset, Vector2 min, Vector2 max);
void add_rect(Vector2 neighbor_offset, Pair<Vector2, Vector2> minmax);
- //void finish_light_only();
- //void finish_and_blend_light();
void add_light(const light_s& light);
void bind();
@@ -84,7 +64,7 @@ private:
SizeUniform = 2,
CenterFragcoordUniform = 3,
CenterClipUniform = 4,
- IntensityUniform = 5,
+ RangeUniform = 5,
ModeUniform = 6,
FalloffUniform = 7,
};
@@ -102,10 +82,6 @@ private:
static Framebuffer make_framebuffer(Vector2i size);
GL::Mesh make_occlusion_mesh();
- //void flush_vertexes(ShaderMode mode);
- //void add_quad(const std::array<Vector2, 4>& quad);
- //void clear_scratch();
- //void clear_accum();
static std::array<UnsignedShort, 6> quad_indexes(size_t N);
// todo use setData() and a boolean flag on capacity change