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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
commit61d6b49d5a4c5f58a2922a19a360e078a0aeacba (patch)
treec192508c15d880ccb84003f3494aa2e26d36324b /gfx/gl/shaders/billboard.vert
parentSpecialise glTexture::savePosition (diff)
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Switch to floating point, camera relative position buffer
Diffstat (limited to 'gfx/gl/shaders/billboard.vert')
-rw-r--r--gfx/gl/shaders/billboard.vert6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/billboard.vert b/gfx/gl/shaders/billboard.vert
index 2d73084..faf8b19 100644
--- a/gfx/gl/shaders/billboard.vert
+++ b/gfx/gl/shaders/billboard.vert
@@ -8,16 +8,16 @@ uniform float size;
layout(location = 0) in ivec3 modelPos;
layout(location = 1) in float yaw;
-flat out ivec3 ModelPos;
+flat out vec3 ModelPos;
flat out float Yaw;
flat out float Depth;
void
main()
{
- ModelPos = modelPos;
+ ModelPos = modelPos - viewPoint;
Yaw = yaw;
- gl_Position = viewProjection * vec4(modelPos - viewPoint + centre, 1);
+ gl_Position = viewProjection * vec4(ModelPos + centre, 1);
Depth = gl_Position.w;
gl_PointSize = (viewPort.w * size * 2) / gl_Position.w;
}