make the boxes a little prettier
parent
3c2f247167
commit
c61f734a5b
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@ -32,3 +32,6 @@ tracing = "0.1.22"
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tracing-subscriber = "0.2.15"
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tracing-subscriber = "0.2.15"
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inter_quake_model = {path = "../inter_quake_model"}
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inter_quake_model = {path = "../inter_quake_model"}
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[profile.dev.package."*"]
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opt-level = 3
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@ -24,7 +24,7 @@ void main (void) {
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lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
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lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
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lowp vec3 sky = (sky_factor * 0.5 + 0.5) * sky_color;
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lowp vec3 sky = (sky_factor * 0.5 + 0.5) * sky_color;
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lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
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lowp vec3 diffuse_color = max (uni_min_bright, (sun + sky));
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gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
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gl_FragColor = vec4 (albedo * sqrt (diffuse_color), 1.0);
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}
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}
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@ -72,6 +72,7 @@ struct GameGraphics {
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text_stream: TriangleStream,
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text_stream: TriangleStream,
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texture_crate: Texture,
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texture_sky: Texture,
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texture_sky: Texture,
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}
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}
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@ -113,6 +114,8 @@ impl GameGraphics {
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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let unis = shader_vars.unis;
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let unis = shader_vars.unis;
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self.texture_sky.bind ();
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{
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{
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let mvp = view_mat *
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let mvp = view_mat *
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Mat4::from_translation (state.player.pos) *
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Mat4::from_translation (state.player.pos) *
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@ -124,6 +127,8 @@ impl GameGraphics {
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});
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});
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}
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}
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self.texture_crate.bind ();
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for aabb in &state.aabbs {
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for aabb in &state.aabbs {
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let min = aabb.min;
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let min = aabb.min;
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let max = aabb.max;
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let max = aabb.max;
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@ -278,6 +283,7 @@ async fn main () -> Result <()> {
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shader_lookup,
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shader_lookup,
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shaders,
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shaders,
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text_stream,
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text_stream,
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texture_crate: Texture::from_file ("crate.png"),
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texture_sky: Texture::from_file ("sky.png"),
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texture_sky: Texture::from_file ("sky.png"),
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};
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};
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@ -39,8 +39,8 @@ impl Texture {
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as i32);
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id
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id
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};
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};
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