Textures fixed
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@@ -17,5 +17,5 @@ void main ()
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result = mix (result, texture2D (materials[2], f_uv), f_material[1]);
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result = mix (result, texture2D (materials[3], f_uv), f_material[2]);
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gl_FragColor = result * vec4(f_height, f_height, f_height, 1.0);
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gl_FragColor = result;
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}
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@@ -12,7 +12,7 @@ varying float f_height;
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void main ()
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{
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f_uv = position.xy / 8.0;
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f_uv = position.xz / 4.0;
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f_material = material;
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f_height = position.y;
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@@ -23,7 +23,7 @@ Chunk_noise (Chunk *chunk, int xoffset, int yoffset)
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(void) xoffset; (void) yoffset;
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float val = sinf (x) + sinf (y);
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(void) val;
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chunk->heightmap[INDEX (x, y)] = (val + 0.5);
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chunk->heightmap[INDEX (x, y)] = val;
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chunk->materialmap[INDEX (x, y)] = (int) val;
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}
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}
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@@ -6,6 +6,7 @@
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#include "../math_3d.h"
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#include "chunk.h"
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/* TODO: set to + 1 */
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#define CHUNKMESH_DIM (CHUNK_DIM+1)
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#define CHUNKMESH_SIZE (CHUNKMESH_DIM*CHUNKMESH_DIM)
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#define CMINDEX(x, y) (CHUNKMESH_DIM * (y) + (x))
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@@ -78,6 +78,10 @@ SDL_AppInit (void **appstate, int argc, char **argv)
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Chunk_noise (&chunk, 0, 0);
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test_chunkmesh = ChunkMesh_from_Chunk_and_neighbors (&chunk, NULL, NULL, NULL);
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program_use (resources.programs[1]);
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int arr[4] = { 0, 1, 2, 3 };
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program_set_int_array (resources.programs[1], "materials", 4, arr);
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/* Set up game state. */
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game_state.last_time = SDL_GetTicks ();
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@@ -72,6 +72,12 @@ program_create (const char *v_src, const char *f_src)
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return program;
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}
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void
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program_set_int_array (int program, const char *name, size_t count, int *value)
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{
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glUniform1iv (glGetUniformLocation (program, name), count, value);
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}
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void
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program_set_mat4 (int program, const char *name, mat4_t value)
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{
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@@ -11,5 +11,6 @@
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void shader_fail (int shader);
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void program_fail (int program);
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int program_create (const char *v_src, const char *f_src);
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void program_set_int_array (int program, const char *name, size_t count, int *value);
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void program_set_mat4 (int program, const char *name, mat4_t value);
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void program_print (int program);
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