opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.
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@@ -109,7 +109,8 @@ is
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the_Light : openGL.Light.item := Demo.Renderer.new_Light;
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begin
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the_Light. Site_is ([5_000.0, 2_000.0, 5_000.0]);
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the_Light.Color_is (White);
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the_Light.Color_is (Grey);
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-- the_Light.Color_is (Black);
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Demo.Renderer.set (the_Light);
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end;
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@@ -271,7 +272,7 @@ is
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heights_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain.png");
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texture_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain-texture.png");
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the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, 10.0);
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the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, Scale => 10.0);
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Tiling : constant texture_Transform_2d := (S => (0.0, 1.0),
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T => (0.0, 1.0));
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the_ground_Model : constant Model.terrain.view
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