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@@ -305,23 +305,23 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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m_terrainPipeline->m_grassShader->setUniform(
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m_terrainPipeline->m_grassShader->setUniform(
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m_terrainPipeline->m_grassUniforms.time, grass.params.time);
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m_terrainPipeline->m_grassUniforms.time, grass.params.time);
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}
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}
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- if (m_terrainPipeline->m_grassUniforms.windStrength !=
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+ if (m_terrainPipeline->m_grassUniforms.wind_strength !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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m_terrainPipeline->m_grassShader->setUniform(
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m_terrainPipeline->m_grassShader->setUniform(
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- m_terrainPipeline->m_grassUniforms.windStrength,
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- grass.params.windStrength);
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+ m_terrainPipeline->m_grassUniforms.wind_strength,
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+ grass.params.wind_strength);
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}
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}
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- if (m_terrainPipeline->m_grassUniforms.windSpeed !=
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+ if (m_terrainPipeline->m_grassUniforms.wind_speed !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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m_terrainPipeline->m_grassShader->setUniform(
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m_terrainPipeline->m_grassShader->setUniform(
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- m_terrainPipeline->m_grassUniforms.windSpeed,
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- grass.params.windSpeed);
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+ m_terrainPipeline->m_grassUniforms.wind_speed,
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+ grass.params.wind_speed);
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}
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}
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- if (m_terrainPipeline->m_grassUniforms.soilColor !=
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+ if (m_terrainPipeline->m_grassUniforms.soil_color !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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m_terrainPipeline->m_grassShader->setUniform(
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m_terrainPipeline->m_grassShader->setUniform(
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- m_terrainPipeline->m_grassUniforms.soilColor,
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- grass.params.soilColor);
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+ m_terrainPipeline->m_grassUniforms.soil_color,
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+ grass.params.soil_color);
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}
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}
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if (m_terrainPipeline->m_grassUniforms.light_dir !=
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if (m_terrainPipeline->m_grassUniforms.light_dir !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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@@ -456,17 +456,17 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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plant_shader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
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plant_shader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
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plant.params.time);
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plant.params.time);
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}
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}
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- if (m_vegetationPipeline->m_plantUniforms.windStrength !=
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+ if (m_vegetationPipeline->m_plantUniforms.wind_strength !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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plant_shader->setUniform(
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plant_shader->setUniform(
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- m_vegetationPipeline->m_plantUniforms.windStrength,
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- plant.params.windStrength);
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+ m_vegetationPipeline->m_plantUniforms.wind_strength,
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+ plant.params.wind_strength);
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}
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}
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- if (m_vegetationPipeline->m_plantUniforms.windSpeed !=
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+ if (m_vegetationPipeline->m_plantUniforms.wind_speed !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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plant_shader->setUniform(
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plant_shader->setUniform(
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- m_vegetationPipeline->m_plantUniforms.windSpeed,
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- plant.params.windSpeed);
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+ m_vegetationPipeline->m_plantUniforms.wind_speed,
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+ plant.params.wind_speed);
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}
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}
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if (m_vegetationPipeline->m_plantUniforms.light_direction !=
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if (m_vegetationPipeline->m_plantUniforms.light_direction !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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@@ -543,16 +543,16 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
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pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
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pine.params.time);
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pine.params.time);
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}
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}
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- if (m_vegetationPipeline->m_pineUniforms.windStrength !=
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+ if (m_vegetationPipeline->m_pineUniforms.wind_strength !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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pine_shader->setUniform(
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pine_shader->setUniform(
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- m_vegetationPipeline->m_pineUniforms.windStrength,
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- pine.params.windStrength);
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+ m_vegetationPipeline->m_pineUniforms.wind_strength,
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+ pine.params.wind_strength);
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}
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}
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- if (m_vegetationPipeline->m_pineUniforms.windSpeed !=
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+ if (m_vegetationPipeline->m_pineUniforms.wind_speed !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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- pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.windSpeed,
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- pine.params.windSpeed);
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+ pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.wind_speed,
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+ pine.params.wind_speed);
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}
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}
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if (m_vegetationPipeline->m_pineUniforms.light_direction !=
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if (m_vegetationPipeline->m_pineUniforms.light_direction !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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@@ -710,7 +710,7 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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case TerrainChunkCmdIndex: {
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case TerrainChunkCmdIndex: {
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const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
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const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
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- Shader *active_shader = terrain.params.isGroundPlane
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+ Shader *active_shader = terrain.params.is_ground_plane
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? m_terrainPipeline->m_groundShader
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? m_terrainPipeline->m_groundShader
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: m_terrainPipeline->m_terrainShader;
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: m_terrainPipeline->m_terrainShader;
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@@ -726,7 +726,7 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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const QMatrix4x4 mvp = view_proj * terrain.model;
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const QMatrix4x4 mvp = view_proj * terrain.model;
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- if (terrain.params.isGroundPlane) {
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+ if (terrain.params.is_ground_plane) {
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if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
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if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
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@@ -737,40 +737,40 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
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terrain.model);
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terrain.model);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.grassPrimary !=
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+ if (m_terrainPipeline->m_groundUniforms.grass_primary !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.grassPrimary,
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- terrain.params.grassPrimary);
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+ m_terrainPipeline->m_groundUniforms.grass_primary,
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+ terrain.params.grass_primary);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.grassSecondary !=
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+ if (m_terrainPipeline->m_groundUniforms.grass_secondary !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.grassSecondary,
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- terrain.params.grassSecondary);
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+ m_terrainPipeline->m_groundUniforms.grass_secondary,
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+ terrain.params.grass_secondary);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.grassDry !=
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+ if (m_terrainPipeline->m_groundUniforms.grass_dry !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.grassDry,
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- terrain.params.grassDry);
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+ m_terrainPipeline->m_groundUniforms.grass_dry,
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+ terrain.params.grass_dry);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.soilColor !=
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+ if (m_terrainPipeline->m_groundUniforms.soil_color !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.soilColor,
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- terrain.params.soilColor);
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+ m_terrainPipeline->m_groundUniforms.soil_color,
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+ terrain.params.soil_color);
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}
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}
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if (m_terrainPipeline->m_groundUniforms.tint !=
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if (m_terrainPipeline->m_groundUniforms.tint !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
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active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
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terrain.params.tint);
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terrain.params.tint);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.noiseOffset !=
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+ if (m_terrainPipeline->m_groundUniforms.noise_offset !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.noiseOffset,
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- terrain.params.noiseOffset);
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+ m_terrainPipeline->m_groundUniforms.noise_offset,
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+ terrain.params.noise_offset);
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}
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}
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if (m_terrainPipeline->m_groundUniforms.tile_size !=
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if (m_terrainPipeline->m_groundUniforms.tile_size !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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@@ -778,47 +778,47 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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m_terrainPipeline->m_groundUniforms.tile_size,
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m_terrainPipeline->m_groundUniforms.tile_size,
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terrain.params.tile_size);
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terrain.params.tile_size);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.macroNoiseScale !=
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+ if (m_terrainPipeline->m_groundUniforms.macro_noise_scale !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.macroNoiseScale,
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- terrain.params.macroNoiseScale);
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+ m_terrainPipeline->m_groundUniforms.macro_noise_scale,
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+ terrain.params.macro_noise_scale);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.detail_noiseScale !=
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+ if (m_terrainPipeline->m_groundUniforms.detail_noise_scale !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.detail_noiseScale,
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- terrain.params.detail_noiseScale);
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+ m_terrainPipeline->m_groundUniforms.detail_noise_scale,
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+ terrain.params.detail_noise_scale);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.soilBlendHeight !=
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+ if (m_terrainPipeline->m_groundUniforms.soil_blend_height !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.soilBlendHeight,
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- terrain.params.soilBlendHeight);
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+ m_terrainPipeline->m_groundUniforms.soil_blend_height,
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+ terrain.params.soil_blend_height);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.soilBlendSharpness !=
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+ if (m_terrainPipeline->m_groundUniforms.soil_blend_sharpness !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.soilBlendSharpness,
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- terrain.params.soilBlendSharpness);
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+ m_terrainPipeline->m_groundUniforms.soil_blend_sharpness,
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+ terrain.params.soil_blend_sharpness);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.heightNoiseStrength !=
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+ if (m_terrainPipeline->m_groundUniforms.height_noise_strength !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.heightNoiseStrength,
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- terrain.params.heightNoiseStrength);
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+ m_terrainPipeline->m_groundUniforms.height_noise_strength,
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+ terrain.params.height_noise_strength);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.heightNoiseFrequency !=
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+ if (m_terrainPipeline->m_groundUniforms.height_noise_frequency !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.heightNoiseFrequency,
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- terrain.params.heightNoiseFrequency);
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+ m_terrainPipeline->m_groundUniforms.height_noise_frequency,
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+ terrain.params.height_noise_frequency);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.ambientBoost !=
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+ if (m_terrainPipeline->m_groundUniforms.ambient_boost !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.ambientBoost,
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- terrain.params.ambientBoost);
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+ m_terrainPipeline->m_groundUniforms.ambient_boost,
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+ terrain.params.ambient_boost);
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}
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}
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if (m_terrainPipeline->m_groundUniforms.light_dir !=
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if (m_terrainPipeline->m_groundUniforms.light_dir !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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@@ -829,48 +829,48 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
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active_shader->setUniform(
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active_shader->setUniform(
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m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
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m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
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}
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}
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- // Ground-type-specific uniforms
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- if (m_terrainPipeline->m_groundUniforms.snowCoverage !=
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+
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+ if (m_terrainPipeline->m_groundUniforms.snow_coverage !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.snowCoverage,
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- terrain.params.snowCoverage);
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+ m_terrainPipeline->m_groundUniforms.snow_coverage,
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+ terrain.params.snow_coverage);
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}
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}
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- if (m_terrainPipeline->m_groundUniforms.moistureLevel !=
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+ if (m_terrainPipeline->m_groundUniforms.moisture_level !=
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Shader::InvalidUniform) {
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Shader::InvalidUniform) {
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active_shader->setUniform(
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active_shader->setUniform(
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- m_terrainPipeline->m_groundUniforms.moistureLevel,
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- terrain.params.moistureLevel);
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+ m_terrainPipeline->m_groundUniforms.moisture_level,
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|
|
+ terrain.params.moisture_level);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_groundUniforms.crackIntensity !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_groundUniforms.crack_intensity !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_groundUniforms.crackIntensity,
|
|
|
|
|
- terrain.params.crackIntensity);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_groundUniforms.crack_intensity,
|
|
|
|
|
+ terrain.params.crack_intensity);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_groundUniforms.rockExposure !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_groundUniforms.rock_exposure !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_groundUniforms.rockExposure,
|
|
|
|
|
- terrain.params.rockExposure);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_groundUniforms.rock_exposure,
|
|
|
|
|
+ terrain.params.rock_exposure);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_groundUniforms.grassSaturation !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_groundUniforms.grass_saturation !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_groundUniforms.grassSaturation,
|
|
|
|
|
- terrain.params.grassSaturation);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_groundUniforms.grass_saturation,
|
|
|
|
|
+ terrain.params.grass_saturation);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_groundUniforms.soilRoughness !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_groundUniforms.soil_roughness !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_groundUniforms.soilRoughness,
|
|
|
|
|
- terrain.params.soilRoughness);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_groundUniforms.soil_roughness,
|
|
|
|
|
+ terrain.params.soil_roughness);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_groundUniforms.snowColor !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_groundUniforms.snow_color !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_groundUniforms.snowColor,
|
|
|
|
|
- terrain.params.snowColor);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_groundUniforms.snow_color,
|
|
|
|
|
+ terrain.params.snow_color);
|
|
|
}
|
|
}
|
|
|
} else {
|
|
} else {
|
|
|
|
|
|
|
@@ -884,52 +884,52 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
|
|
|
active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
|
|
active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
|
|
|
terrain.model);
|
|
terrain.model);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.grassPrimary !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.grass_primary !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.grassPrimary,
|
|
|
|
|
- terrain.params.grassPrimary);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.grass_primary,
|
|
|
|
|
+ terrain.params.grass_primary);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.grassSecondary !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.grass_secondary !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.grassSecondary,
|
|
|
|
|
- terrain.params.grassSecondary);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.grass_secondary,
|
|
|
|
|
+ terrain.params.grass_secondary);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.grassDry !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.grass_dry !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.grassDry,
|
|
|
|
|
- terrain.params.grassDry);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.grass_dry,
|
|
|
|
|
+ terrain.params.grass_dry);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.soilColor !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.soil_color !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.soilColor,
|
|
|
|
|
- terrain.params.soilColor);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.soil_color,
|
|
|
|
|
+ terrain.params.soil_color);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.rockLow !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.rock_low !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.rockLow,
|
|
|
|
|
- terrain.params.rockLow);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.rock_low,
|
|
|
|
|
+ terrain.params.rock_low);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.rockHigh !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.rock_high !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.rockHigh,
|
|
|
|
|
- terrain.params.rockHigh);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.rock_high,
|
|
|
|
|
+ terrain.params.rock_high);
|
|
|
}
|
|
}
|
|
|
if (m_terrainPipeline->m_terrainUniforms.tint !=
|
|
if (m_terrainPipeline->m_terrainUniforms.tint !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
|
|
active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
|
|
|
terrain.params.tint);
|
|
terrain.params.tint);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.noiseOffset !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.noise_offset !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.noiseOffset,
|
|
|
|
|
- terrain.params.noiseOffset);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.noise_offset,
|
|
|
|
|
+ terrain.params.noise_offset);
|
|
|
}
|
|
}
|
|
|
if (m_terrainPipeline->m_terrainUniforms.tile_size !=
|
|
if (m_terrainPipeline->m_terrainUniforms.tile_size !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
@@ -937,65 +937,65 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
|
|
|
m_terrainPipeline->m_terrainUniforms.tile_size,
|
|
m_terrainPipeline->m_terrainUniforms.tile_size,
|
|
|
terrain.params.tile_size);
|
|
terrain.params.tile_size);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.macroNoiseScale !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.macro_noise_scale !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.macroNoiseScale,
|
|
|
|
|
- terrain.params.macroNoiseScale);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.macro_noise_scale,
|
|
|
|
|
+ terrain.params.macro_noise_scale);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.detail_noiseScale !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.detail_noise_scale !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.detail_noiseScale,
|
|
|
|
|
- terrain.params.detail_noiseScale);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.detail_noise_scale,
|
|
|
|
|
+ terrain.params.detail_noise_scale);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.slopeRockThreshold !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.slope_rock_threshold !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.slopeRockThreshold,
|
|
|
|
|
- terrain.params.slopeRockThreshold);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.slope_rock_threshold,
|
|
|
|
|
+ terrain.params.slope_rock_threshold);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.slopeRockSharpness !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.slopeRockSharpness,
|
|
|
|
|
- terrain.params.slopeRockSharpness);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness,
|
|
|
|
|
+ terrain.params.slope_rock_sharpness);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.soilBlendHeight !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.soil_blend_height !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.soilBlendHeight,
|
|
|
|
|
- terrain.params.soilBlendHeight);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.soil_blend_height,
|
|
|
|
|
+ terrain.params.soil_blend_height);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.soilBlendSharpness !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.soilBlendSharpness,
|
|
|
|
|
- terrain.params.soilBlendSharpness);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness,
|
|
|
|
|
+ terrain.params.soil_blend_sharpness);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.heightNoiseStrength !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.height_noise_strength !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.heightNoiseStrength,
|
|
|
|
|
- terrain.params.heightNoiseStrength);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.height_noise_strength,
|
|
|
|
|
+ terrain.params.height_noise_strength);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.height_noise_frequency !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency,
|
|
|
|
|
- terrain.params.heightNoiseFrequency);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.height_noise_frequency,
|
|
|
|
|
+ terrain.params.height_noise_frequency);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.ambientBoost !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.ambient_boost !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.ambientBoost,
|
|
|
|
|
- terrain.params.ambientBoost);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.ambient_boost,
|
|
|
|
|
+ terrain.params.ambient_boost);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.rockDetailStrength !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.rock_detail_strength !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.rockDetailStrength,
|
|
|
|
|
- terrain.params.rockDetailStrength);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.rock_detail_strength,
|
|
|
|
|
+ terrain.params.rock_detail_strength);
|
|
|
}
|
|
}
|
|
|
if (m_terrainPipeline->m_terrainUniforms.light_dir !=
|
|
if (m_terrainPipeline->m_terrainUniforms.light_dir !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
@@ -1006,48 +1006,48 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
|
|
m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
|
|
|
}
|
|
}
|
|
|
- // Ground-type-specific uniforms
|
|
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.snowCoverage !=
|
|
|
|
|
|
|
+
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.snow_coverage !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.snowCoverage,
|
|
|
|
|
- terrain.params.snowCoverage);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.snow_coverage,
|
|
|
|
|
+ terrain.params.snow_coverage);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.moistureLevel !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.moisture_level !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.moistureLevel,
|
|
|
|
|
- terrain.params.moistureLevel);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.moisture_level,
|
|
|
|
|
+ terrain.params.moisture_level);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.crackIntensity !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.crack_intensity !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.crackIntensity,
|
|
|
|
|
- terrain.params.crackIntensity);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.crack_intensity,
|
|
|
|
|
+ terrain.params.crack_intensity);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.rockExposure !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.rock_exposure !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.rockExposure,
|
|
|
|
|
- terrain.params.rockExposure);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.rock_exposure,
|
|
|
|
|
+ terrain.params.rock_exposure);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.grassSaturation !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.grass_saturation !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.grassSaturation,
|
|
|
|
|
- terrain.params.grassSaturation);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.grass_saturation,
|
|
|
|
|
+ terrain.params.grass_saturation);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.soilRoughness !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.soil_roughness !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.soilRoughness,
|
|
|
|
|
- terrain.params.soilRoughness);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.soil_roughness,
|
|
|
|
|
+ terrain.params.soil_roughness);
|
|
|
}
|
|
}
|
|
|
- if (m_terrainPipeline->m_terrainUniforms.snowColor !=
|
|
|
|
|
|
|
+ if (m_terrainPipeline->m_terrainUniforms.snow_color !=
|
|
|
Shader::InvalidUniform) {
|
|
Shader::InvalidUniform) {
|
|
|
active_shader->setUniform(
|
|
active_shader->setUniform(
|
|
|
- m_terrainPipeline->m_terrainUniforms.snowColor,
|
|
|
|
|
- terrain.params.snowColor);
|
|
|
|
|
|
|
+ m_terrainPipeline->m_terrainUniforms.snow_color,
|
|
|
|
|
+ terrain.params.snow_color);
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|