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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-23 23:50:46 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-23 23:50:46 +0000 |
commit | 8391c63472641c67f59723d0a6706efff6fb17d4 (patch) | |
tree | b76f6fc642b749ee69d4be4b2e3f60e80c0ed7bc /gfx/gl/shaders/networkCommon.glsl | |
parent | Bind the network profile in as uniforms (diff) | |
download | ilt-8391c63472641c67f59723d0a6706efff6fb17d4.tar.bz2 ilt-8391c63472641c67f59723d0a6706efff6fb17d4.tar.xz ilt-8391c63472641c67f59723d0a6706efff6fb17d4.zip |
Fix network population of position in gBuffer
Adds some rails to the basic test highlighting broken shadows
Diffstat (limited to 'gfx/gl/shaders/networkCommon.glsl')
-rw-r--r-- | gfx/gl/shaders/networkCommon.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl index 7b55cad..0bc3c1c 100644 --- a/gfx/gl/shaders/networkCommon.glsl +++ b/gfx/gl/shaders/networkCommon.glsl @@ -21,9 +21,9 @@ ifelse( TYPE, .gs, // Begin: Geometry shader only function void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) { - rposition = vec3(rot * profile[v].xy, profile[v].z); - ivec3 vpos = end + ivec3(rposition); - gl_Position = viewProjection * vec4(vpos - viewPoint, 1); + ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z); + rposition = vpos - viewPoint; + gl_Position = viewProjection * vec4(rposition, 1); texCoord = vec2(texturePos[v], texY); EmitVertex(); } |