/*
Generate shader given the shader name.
*/
-ShaderInfo generate_shader(std::string name,
+ShaderInfo generate_shader(const std::string &name,
u8 material_type, u8 drawtype,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
}
-ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
+ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache)
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
- shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;
}
bool enable_shaders = g_settings->getBool("enable_shaders");
- if(!enable_shaders)
+ if (!enable_shaders)
return shaderinfo;
video::IVideoDriver* driver = device->getVideoDriver();
if (g_settings->getBool("tone_mapping"))
shaders_header += "#define ENABLE_TONE_MAPPING\n";
+ shaders_header += "#define FOG_START ";
+ shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
+ shaders_header += "\n";
+
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;