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refactor(render): rename depth player shaders to depth model and clean up
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@@ -7,7 +7,6 @@ uniform mat4 lightSpaceMatrix;
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uniform mat4 modelMatrix;
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out vec2 tc;
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flat out int tex_layer;
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void main() {
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tc = texCoord;
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@@ -31,8 +31,8 @@ void ShaderManager::init() {
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"shaders/water_f_shader.glsl");
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register_shader("player", "shaders/player_v_shader.glsl",
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"shaders/player_f_shader.glsl");
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register_shader("player_depth", "shaders/depth_player_shader.glsl",
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"shaders/depth_player_fragment_shader.glsl");
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register_shader("depth_model", "shaders/depth_model_vert.glsl",
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"shaders/depth_model_frag.glsl");
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register_shader("rect", "shaders/rect_v_shader.glsl",
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"shaders/rect_f_shader.glsl");
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register_shader("model_shader", "shaders/model_vert.glsl",
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@@ -393,7 +393,7 @@ void WorldRenderer::shadow_map_generate(ClientWorld& world) {
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}
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}
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// player
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auto& player_shadow = m_renderer.get_shader("player_depth");
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auto& player_shadow = m_renderer.get_shader("depth_model");
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m_player_renderer.shadow_render(player_shadow, light_space_matrix, world);
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}
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