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@ -59,7 +59,7 @@ namespace Terrain
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}
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std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize, bool renderCompositeMap)
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const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
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{
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std::vector<osg::ref_ptr<osg::StateSet> > passes;
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@ -104,8 +104,6 @@ namespace Terrain
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stateset->addUniform(new osg::Uniform("normalMap", texunit));
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}
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// TODO: fix shader for renderCompositeMap=True
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Shader::ShaderManager::DefineMap defineMap;
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defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
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defineMap["clamp"] = clampLighting ? "1" : "0";
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