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Sky: support GLES2
IrrLicht built-in shader is broken, have to write my own
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@@ -51,7 +51,7 @@ static video::SMaterial baseMaterial() {
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return mat;
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};
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Sky::Sky(s32 id, ITextureSource *tsrc) :
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Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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@@ -59,10 +59,12 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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m_enable_shaders = g_settings->getBool("enable_shaders");
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// Create materials
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m_materials[0] = baseMaterial();
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m_materials[0].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
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m_materials[0].Lighting = true;
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m_materials[0].ColorMaterial = video::ECM_NONE;
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@@ -694,12 +696,11 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
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float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
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float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
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int alpha = clamp<int>(starbrightness * m_star_params.starcolor.getAlpha(), 0, 255);
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if (!alpha) // Stars are only drawn when not fully transparent
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m_star_color = m_star_params.starcolor;
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m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
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if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
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return;
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m_materials[0].DiffuseColor = video::SColor(alpha, 0, 0, 0);
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m_materials[0].EmissiveColor = m_star_params.starcolor;
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m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
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auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
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auto world_matrix = driver->getTransform(video::ETS_WORLD);
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driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
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