refactor(render): rename depth player shaders to depth model and clean up

This commit is contained in:
2026-07-24 19:53:35 +08:00
parent 94fed9a810
commit 3e7ce71219
4 changed files with 3 additions and 4 deletions

View File

@@ -7,7 +7,6 @@ uniform mat4 lightSpaceMatrix;
uniform mat4 modelMatrix; uniform mat4 modelMatrix;
out vec2 tc; out vec2 tc;
flat out int tex_layer;
void main() { void main() {
tc = texCoord; tc = texCoord;

View File

@@ -31,8 +31,8 @@ void ShaderManager::init() {
"shaders/water_f_shader.glsl"); "shaders/water_f_shader.glsl");
register_shader("player", "shaders/player_v_shader.glsl", register_shader("player", "shaders/player_v_shader.glsl",
"shaders/player_f_shader.glsl"); "shaders/player_f_shader.glsl");
register_shader("player_depth", "shaders/depth_player_shader.glsl", register_shader("depth_model", "shaders/depth_model_vert.glsl",
"shaders/depth_player_fragment_shader.glsl"); "shaders/depth_model_frag.glsl");
register_shader("rect", "shaders/rect_v_shader.glsl", register_shader("rect", "shaders/rect_v_shader.glsl",
"shaders/rect_f_shader.glsl"); "shaders/rect_f_shader.glsl");
register_shader("model_shader", "shaders/model_vert.glsl", register_shader("model_shader", "shaders/model_vert.glsl",

View File

@@ -393,7 +393,7 @@ void WorldRenderer::shadow_map_generate(ClientWorld& world) {
} }
} }
// player // 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); m_player_renderer.shadow_render(player_shadow, light_space_matrix, world);
} }