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author | Vitaliy <numzer0@yandex.ru> | 2020-12-19 22:57:10 +0300 |
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committer | GitHub <noreply@github.com> | 2020-12-19 20:57:10 +0100 |
commit | ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch) | |
tree | 9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /src/nodedef.cpp | |
parent | 664f5ce9605b580b9500547fff1e54eac553f295 (diff) | |
download | minetest-ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff.tar.gz minetest-ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff.tar.bz2 minetest-ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff.zip |
Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r-- | src/nodedef.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 5c2e5cd09..80013192d 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -774,7 +774,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc bool is_liquid = false; - u8 material_type = (alpha == 255) ? + MaterialType material_type = (alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; switch (drawtype) { @@ -892,7 +892,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype); - u8 overlay_material = material_type; + MaterialType overlay_material = material_type; if (overlay_material == TILE_MATERIAL_OPAQUE) overlay_material = TILE_MATERIAL_BASIC; else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE) @@ -913,7 +913,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc tdef[j].backface_culling, tsettings); } - u8 special_material = material_type; + MaterialType special_material = material_type; if (drawtype == NDT_PLANTLIKE_ROOTED) { if (waving == 1) special_material = TILE_MATERIAL_WAVING_PLANTS; |