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authorVitaliy <numzer0@yandex.ru>2020-12-19 22:57:10 +0300
committerGitHub <noreply@github.com>2020-12-19 20:57:10 +0100
commitccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch)
tree9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /src/nodedef.cpp
parent664f5ce9605b580b9500547fff1e54eac553f295 (diff)
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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.cpp6
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;