vec2(0.0f, 1.0f),
vec2(0.0f, 0.0f)};
- /*safeSetColorA(255, 255, 255, alpha);
- glBegin(GL_QUADS);
- glTexCoord2i(0, 0); glVertex2i(offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y);
- glTexCoord2i(1, 0); glVertex2i(offset.x + backgroundOffset.x + 5, offset.y + backgroundOffset.y);
- glTexCoord2i(1, 1); glVertex2i(offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y);
- glTexCoord2i(0, 1); glVertex2i(offset.x - backgroundOffset.x - 5, offset.y - backgroundOffset.y);
- glEnd();*/
-
bgTex(0);
- GLfloat back_tex_coord[] = {offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 1.0f,
- offset.x + backgroundOffset.x + 5, offset.y + backgroundOffset.y, 1.0f,
- offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 1.0f,
+ GLfloat back_tex_coord[] = {offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 10.0f,
+ offset.x + backgroundOffset.x + 5, offset.y + backgroundOffset.y, 10.0f,
+ offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 10.0f,
- offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 1.0f,
- offset.x - backgroundOffset.x - 5, offset.y - backgroundOffset.y, 1.0f,
- offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 1.0f};
+ offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 10.0f,
+ offset.x - backgroundOffset.x - 5, offset.y - backgroundOffset.y, 10.0f,
+ offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 10.0f};
glUseProgram(worldShader);
std::vector<vec3> bg_items;
bgTex++;
- //safeSetColorA(150 + shadeBackground * 2, 150 + shadeBackground * 2, 150 + shadeBackground * 2, 255);
auto xcoord = width / 2 * -1 + offset.x * 0.85f;
for (unsigned int i = 0; i <= worldData.size() * HLINE / 1920; i++) {
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
}
std::vector<GLfloat> bg_i;
for (unsigned int i = 0; i < 4; i++) {
std::vector<vec3>c;
bgTex++;
- /*safeSetColorA(bgDraw[i][0] + shadeBackground * 2,
- bgDraw[i][0] + shadeBackground * 2,
- bgDraw[i][0] + shadeBackground * 2,
- bgDraw[i][1]
- );*/
auto xcoord = offset.x * bgDraw[i][2];
for (int j = worldStart; j <= -worldStart; j += 600) {
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 1));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM, 1));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 1));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
}
bg_i.clear();