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)
@property ref const(Vector3d) position() {
@property const(Vector3d) position() {
return _pos;
}

View File

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

View File

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

View File

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

View File

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