diff --git a/assets/shaders/depth_player_fragment_shader.glsl b/assets/shaders/depth_model_frag.glsl similarity index 100% rename from assets/shaders/depth_player_fragment_shader.glsl rename to assets/shaders/depth_model_frag.glsl diff --git a/assets/shaders/depth_player_shader.glsl b/assets/shaders/depth_model_vert.glsl similarity index 91% rename from assets/shaders/depth_player_shader.glsl rename to assets/shaders/depth_model_vert.glsl index 2de921a..93f577b 100644 --- a/assets/shaders/depth_player_shader.glsl +++ b/assets/shaders/depth_model_vert.glsl @@ -7,7 +7,6 @@ uniform mat4 lightSpaceMatrix; uniform mat4 modelMatrix; out vec2 tc; -flat out int tex_layer; void main() { tc = texCoord; diff --git a/src/render/shader_manager.cpp b/src/render/shader_manager.cpp index 96d66ac..2b829d2 100644 --- a/src/render/shader_manager.cpp +++ b/src/render/shader_manager.cpp @@ -31,8 +31,8 @@ void ShaderManager::init() { "shaders/water_f_shader.glsl"); register_shader("player", "shaders/player_v_shader.glsl", "shaders/player_f_shader.glsl"); - register_shader("player_depth", "shaders/depth_player_shader.glsl", - "shaders/depth_player_fragment_shader.glsl"); + register_shader("depth_model", "shaders/depth_model_vert.glsl", + "shaders/depth_model_frag.glsl"); register_shader("rect", "shaders/rect_v_shader.glsl", "shaders/rect_f_shader.glsl"); register_shader("model_shader", "shaders/model_vert.glsl", diff --git a/src/render/world_renderer.cpp b/src/render/world_renderer.cpp index 25a61e7..bd428d6 100644 --- a/src/render/world_renderer.cpp +++ b/src/render/world_renderer.cpp @@ -393,7 +393,7 @@ void WorldRenderer::shadow_map_generate(ClientWorld& world) { } } // player - auto& player_shadow = m_renderer.get_shader("player_depth"); + auto& player_shadow = m_renderer.get_shader("depth_model"); m_player_renderer.shadow_render(player_shadow, light_space_matrix, world); }