Fix dminer example

This commit is contained in:
Grim Maple 2022-10-22 15:12:32 +03:00
parent 2915bece47
commit 7a585654ee
5 changed files with 76 additions and 76 deletions

View File

@ -197,7 +197,7 @@ struct SmallChunk {
} }
/// return chunk position in world (aligned to chunk origin) /// return chunk position in world (aligned to chunk origin)
@property ref const(Vector3d) position() { @property const(Vector3d) position() {
return _pos; return _pos;
} }

View File

@ -70,27 +70,27 @@ out vec4 _fragColor;
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Varyings // Varyings
#if defined(VERTEX_COLOR) #if defined(VERTEX_COLOR)
varying vec3 v_color; in vec3 v_color;
#endif #endif
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
varying vec2 v_texCoord1; in vec2 v_texCoord1;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
varying vec3 v_normalVector; in vec3 v_normalVector;
#if (POINT_LIGHT_COUNT > 0) #if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif #endif
#if (SPOT_LIGHT_COUNT > 0) #if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#endif #endif
#if defined(SPECULAR) #if defined(SPECULAR)
varying vec3 v_cameraDirection; in vec3 v_cameraDirection;
#endif #endif
#include "lighting.frag" #include "lighting.frag"
@ -98,7 +98,7 @@ varying vec3 v_cameraDirection;
#endif #endif
#if defined(CLIP_PLANE) #if defined(CLIP_PLANE)
varying float v_clipDistance; in float v_clipDistance;
#endif #endif
void main() void main()

View File

@ -13,23 +13,23 @@
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Attributes // Attributes
attribute vec4 a_position; in vec4 a_position;
#if defined(SKINNING) #if defined(SKINNING)
attribute vec4 a_blendWeights; in vec4 a_blendWeights;
attribute vec4 a_blendIndices; in vec4 a_blendIndices;
#endif #endif
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
attribute vec2 a_texCoord1; in vec2 a_texCoord1;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
attribute vec3 a_normal; in vec3 a_normal;
#endif #endif
#if defined(VERTEX_COLOR) #if defined(VERTEX_COLOR)
attribute vec3 a_color; in vec3 a_color;
#endif #endif
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
@ -74,31 +74,31 @@ uniform vec4 u_clipPlane;
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Varyings // Varyings
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
varying vec2 v_texCoord1; out vec2 v_texCoord1;
#endif #endif
#if defined(VERTEX_COLOR) #if defined(VERTEX_COLOR)
varying vec3 v_color; out vec3 v_color;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
varying vec3 v_normalVector; out vec3 v_normalVector;
#if (DIRECTIONAL_LIGHT_COUNT > 0) #if (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT]; out vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif #endif
#if (POINT_LIGHT_COUNT > 0) #if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif #endif
#if (SPOT_LIGHT_COUNT > 0) #if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#endif #endif
#if defined(SPECULAR) #if defined(SPECULAR)
varying vec3 v_cameraDirection; out vec3 v_cameraDirection;
#endif #endif
#include "lighting.vert" #include "lighting.vert"
@ -112,7 +112,7 @@ varying vec3 v_cameraDirection;
#endif #endif
#if defined(CLIP_PLANE) #if defined(CLIP_PLANE)
varying float v_clipDistance; out float v_clipDistance;
#endif #endif
void main() void main()

View File

@ -84,35 +84,35 @@ vec4 _baseColor;
out vec4 _fragColor; out vec4 _fragColor;
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Varyings // Varyings
varying vec2 v_texCoord; in vec2 v_texCoord;
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
varying vec2 v_texCoord1; in vec2 v_texCoord1;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
#if !defined(BUMPED) #if !defined(BUMPED)
varying vec3 v_normalVector; in vec3 v_normalVector;
#endif #endif
#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0) #if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; in vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif #endif
#if (POINT_LIGHT_COUNT > 0) #if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif #endif
#if (SPOT_LIGHT_COUNT > 0) #if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#if defined(BUMPED) #if defined(BUMPED)
varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; in vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
#endif #endif
#endif #endif
#if defined(SPECULAR) #if defined(SPECULAR)
varying vec3 v_cameraDirection; in vec3 v_cameraDirection;
#endif #endif
#include "lighting.frag" #include "lighting.frag"
@ -120,11 +120,11 @@ varying vec3 v_cameraDirection;
#endif #endif
#if defined(CLIP_PLANE) #if defined(CLIP_PLANE)
varying float v_clipDistance; in float v_clipDistance;
#endif #endif
#if defined(FOG) #if defined(FOG)
varying vec4 viewSpace; in vec4 viewSpace;
#endif #endif
void main() void main()

View File

@ -13,25 +13,25 @@
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Atributes // Atributes
attribute vec4 a_position; in vec4 a_position;
#if defined(SKINNING) #if defined(SKINNING)
attribute vec4 a_blendWeights; in vec4 a_blendWeights;
attribute vec4 a_blendIndices; in vec4 a_blendIndices;
#endif #endif
attribute vec2 a_texCoord; in vec2 a_texCoord;
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
attribute vec2 a_texCoord1; in vec2 a_texCoord1;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
attribute vec3 a_normal; in vec3 a_normal;
#if defined(BUMPED) #if defined(BUMPED)
attribute vec3 a_tangent; in vec3 a_tangent;
attribute vec3 a_binormal; in vec3 a_binormal;
#endif #endif
#endif #endif
@ -92,35 +92,35 @@ uniform vec4 u_clipPlane;
/////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////
// Varyings // Varyings
varying vec2 v_texCoord; out vec2 v_texCoord;
#if defined(LIGHTMAP) #if defined(LIGHTMAP)
varying vec2 v_texCoord1; out vec2 v_texCoord1;
#endif #endif
#if defined(LIGHTING) #if defined(LIGHTING)
#if !defined(BUMPED) #if !defined(BUMPED)
varying vec3 v_normalVector; out vec3 v_normalVector;
#endif #endif
#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0) #if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; out vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif #endif
#if (POINT_LIGHT_COUNT > 0) #if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif #endif
#if (SPOT_LIGHT_COUNT > 0) #if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#if defined(BUMPED) #if defined(BUMPED)
varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; out vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
#endif #endif
#endif #endif
#if defined(SPECULAR) #if defined(SPECULAR)
varying vec3 v_cameraDirection; out vec3 v_cameraDirection;
#endif #endif
#include "lighting.vert" #include "lighting.vert"
@ -134,11 +134,11 @@ varying vec3 v_cameraDirection;
#endif #endif
#if defined(CLIP_PLANE) #if defined(CLIP_PLANE)
varying float v_clipDistance; out float v_clipDistance;
#endif #endif
#if defined(FOG) #if defined(FOG)
varying vec4 viewSpace; out vec4 viewSpace;
#endif #endif
void main() void main()