~plainCterrainsrc
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cjson
glew
ufbx
custom.c
custom.h
fire.c
fire.h
geometry.c
geometry.h
input.c
input.h
linmathv2.h
main.c
network.c
network.h
player.c
player.h
shaders.c
shaders.h
sky.c
sky.h
stb_image.h
terrain.c
terrain.h
test.c
text.c
text.h
water.c
water.h


srcwater.h
681 B• 26•  2 months ago•  DownloadRawClose
2 months ago•  26

{}
#ifndef WATER_H_
#define WATER_H_

extern float waterTime; // frame consistent copy of updateCurrentTime

extern unsigned int depthFB, depthFBsample, depthFBdepth, depthFBstencil;
extern unsigned int cfd_state;
int CreateFrameDepth();

extern int WFO_WIDTH;
extern int WFO_HEIGHT;
extern unsigned int heightFB, heightFBsample;
extern unsigned int cfh_state;
int CreateFrameHeight();

extern unsigned int waterVAO,waterVBO,waterEBO;
int InitializeWater();
// Function to generate water grid mesh
void generateWaterMesh(GLuint* vao, GLuint* vbo, GLuint* ebo);

int RenderWater();

extern float waterHeightSample;
extern float lastWaterHeightSample;
int RenderWaterHeight();

#endif


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