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https://github.com/XProger/OpenLara.git
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#23 fix water for WebGL support
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@@ -236,7 +236,7 @@ struct Lara : Character {
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stand = STAND_ONWATER;
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animation.setAnim(ANIM_TO_ONWATER);
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updateEntity();
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*/
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*/
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#ifdef _DEBUG
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/*
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// gym
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@@ -421,7 +421,7 @@ struct Level : IGame {
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Core::active.shader->setParam(uTexParam, vec4(1.0f, 1.0f, sx, sz));
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item.caustics->unbind(sReflect);
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Core::whiteTex->bind(sReflect);
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item.data[0]->bind(sNormal);
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Core::setTarget(item.caustics);
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level->mesh->renderPlane();
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@@ -1121,8 +1121,10 @@ struct Level : IGame {
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camera->setup(Core::pass == Core::passCompose);
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atlas->bind(sDiffuse);
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cube->bind(sEnvironment);
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Core::whiteTex->bind(sNormal);
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Core::whiteTex->bind(sMask);
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Core::whiteTex->bind(sReflect);
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cube->bind(sEnvironment);
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if (!Core::support.VAO)
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mesh->bind();
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@@ -229,7 +229,7 @@ uniform int uType;
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float calcCaustics(vec3 n) {
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if (uCaustics != 0) {
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vec2 fade = smoothstep(uRoomSize.xy, uRoomSize.xy + vec2(256.0), vCoord.xz) * (1.0f - smoothstep(uRoomSize.zw - vec2(256.0), uRoomSize.zw, vCoord.xz));
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vec2 fade = smoothstep(uRoomSize.xy, uRoomSize.xy + vec2(256.0), vCoord.xz) * (1.0 - smoothstep(uRoomSize.zw - vec2(256.0), uRoomSize.zw, vCoord.xz));
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return texture2D(sReflect, vTexCoord.zw).r * (max(0.0, -n.y)) * fade.x * fade.y;
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} else
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return 0.0;
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@@ -62,7 +62,7 @@ struct Texture {
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{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, // RGBA
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{ GL_RGBA32F, GL_RGBA, GL_FLOAT }, // RGBA_FLOAT
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{ GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT }, // RGBA_HALF
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{ GL_RED, GL_RED, GL_UNSIGNED_BYTE }, // RED
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{ GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE }, // RED
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{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // DEPTH
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{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // SHADOW
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};
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