Add reverse and scalar for ColorByDistance

This commit is contained in:
FakeShemp
2016-03-07 15:45:06 +01:00
parent 53ea5bd37d
commit ee99821164
6 changed files with 20 additions and 24 deletions
+8 -1
View File
@@ -1047,7 +1047,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
if (job->Reverse == false) {
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
}
else {
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
}
GLERROR("Bind 7 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
GLERROR("Bind 8 uniform");
@@ -1067,6 +1072,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 15 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
GLERROR("Bind 15-2 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
GLERROR("Bind 15-3 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
GLERROR("Bind 16 uniform");