"const bool use_normal_map = true;\n"
"const bool use_shadow_map = true;\n"
"#pragma MSP stage(vertex)\n"
"const bool use_normal_map = true;\n"
"const bool use_shadow_map = true;\n"
"#pragma MSP stage(vertex)\n"
"{\n"
" return mix(texture(texture1, texcoord.xy*3.0), texture(texture2, texcoord.xy), ground_type);\n"
"}\n"
"{\n"
" return mix(texture(texture1, texcoord.xy*3.0), texture(texture2, texcoord.xy), ground_type);\n"
"}\n"
"{\n"
" return mix(texture(normalmap1, texcoord.xy*3.0).rgb, texture(normalmap2, texcoord.xy).rgb, ground_type);\n"
"}\n";
"{\n"
" return mix(texture(normalmap1, texcoord.xy*3.0).rgb, texture(normalmap2, texcoord.xy).rgb, ground_type);\n"
"}\n";
"const bool use_reflectivity = true;\n"
"uniform float spherify;\n"
"#pragma MSP stage(vertex)\n"
"const bool use_reflectivity = true;\n"
"uniform float spherify;\n"
"#pragma MSP stage(vertex)\n"
"{\n"
" return eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
"}\n"
"{\n"
" return eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
"}\n"
- GL::VertexFormat vfmt = (GL::VERTEX3, GL::NORMAL3, GL::TANGENT3, GL::BINORMAL3, GL::TEXCOORD2, GL::ATTRIB1,7);
+ GL::VertexFormat vfmt = (GL::VERTEX3, GL::NORMAL3, GL::TANGENT3, GL::BINORMAL3, GL::TEXCOORD2, GL::GENERIC1);
unsigned tan = vfmt.offset(GL::TANGENT3);
unsigned bin = vfmt.offset(GL::BINORMAL3);
unsigned tex = vfmt.offset(GL::TEXCOORD2);
unsigned tan = vfmt.offset(GL::TANGENT3);
unsigned bin = vfmt.offset(GL::BINORMAL3);
unsigned tex = vfmt.offset(GL::TEXCOORD2);
pass = &pillar_tech.add_pass("shadow");
pass->set_shader_program(&shadow_shprog, 0);
pass = &pillar_tech.add_pass("shadow");
pass->set_shader_program(&shadow_shprog, 0);
pass->set_shader_program(&cube_shprog, 0);
pass = &cube_tech.add_pass("shadow");
pass->set_shader_program(&cube_shadow_shprog, 0);
pass->set_shader_program(&cube_shprog, 0);
pass = &cube_tech.add_pass("shadow");
pass->set_shader_program(&cube_shadow_shprog, 0);
- cube_data.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3, GL::ATTRIB3,7));
+ cube_data.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3, GL::GENERIC3));
GL::MeshBuilder bld(*cube_data.mesh);
create_cube_face(bld, GL::Vector3(-1, -1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 2, 0), 16);
bld.offset(cube_data.mesh->get_n_vertices());
GL::MeshBuilder bld(*cube_data.mesh);
create_cube_face(bld, GL::Vector3(-1, -1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 2, 0), 16);
bld.offset(cube_data.mesh->get_n_vertices());
- bld.attrib(7, v.x/l, v.y/l, v.z/l);
+ bld.generic(0, v.x/l, v.y/l, v.z/l);