Don't set global uniforms in UpdateSurfaceData*#1477
Don't set global uniforms in UpdateSurfaceData*#1477VReaperV merged 1 commit intoDaemonEngine:masterfrom
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I don't see the global flag in the constructor on u_UnprojectMatrix. (Maybe we should delete the liquid shader so we don't have to discuss that...) |
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Indeed. I have made it global now.
Then how would we render water? |
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We want water to be fixed, not NUKED: |
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LGTM
What do you mean? We don't have any assets using that shader so everything would continue working as before.
Then the issue can have a pointer to the old version of the code, if indeed it would be useful. Meanwhile we can delete it so it is not a drag on development, what with having to migrate APIs, fix GLSL compile errors, etc. in the dead code. |
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Water is basically a variant of both the heatHaze code and the mirror code, so 99% of the code is already there. And the missing 1% is things that had been broken when refactoring other things because we had no asset to test it. We have a test map: https://github.com/UnvanquishedAssets/UnvanquishedTestAssets/tree/master/pkg/map-test-water_src.dpkdir And the code is there, probably complete or near to be. The water code was never removed. |
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Some tremulous maps have water. https://users.unvanquished.net/~sweet/pkg/map-citadel_0%2B0.dpk IIRC uses the water shader. |
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Anyway, if someone has more comments on liquid shaders, please make those in the relevant issues. |
Picked from #1473.