d = depth;
size = 0;
mipmaps = 0;
- w = width;
- h = height;
- d = depth;
for (;;)
{
s = w * h * d * sides * 4;
{
for (x = startx;x < endx;x++)
{
- z = buffer_z[x];
+ // z = buffer_z[x];
diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- float z;
+ // float z;
int x, startx = span->startx, endx = span->endx;
// texture reads
unsigned char c2[4];
float Fresnel;
- z = buffer_z[x];
+ // z = buffer_z[x];
// " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z
int depthslope;
unsigned int d;
unsigned char *pixelmask;
- DPSOFTRAST_State_Triangle *triangle;
- triangle = &thread->triangles[span->triangle];
depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x;
startx = span->startx;
endx = span->endx;