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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 14:20:08 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 14:20:08 +0000
commit44ceac7cc09ddbd06302c639128088ba0a4b2530 (patch)
treeb72ec7920738132166daab88b6fdb895819dac04 /gfx/gl/shaders/networkCommon.glsl
parentTidy networkCurve shaders (diff)
downloadilt-44ceac7cc09ddbd06302c639128088ba0a4b2530.tar.bz2
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Make similar array tidy-up to networkStraight shaders
And merge common functionality from networkCurve.
Diffstat (limited to 'gfx/gl/shaders/networkCommon.glsl')
-rw-r--r--gfx/gl/shaders/networkCommon.glsl8
1 files changed, 7 insertions, 1 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl
index 4ff24e8..7aa911d 100644
--- a/gfx/gl/shaders/networkCommon.glsl
+++ b/gfx/gl/shaders/networkCommon.glsl
@@ -12,9 +12,15 @@ out vec2 texCoord;
out vec3 rposition;
float
+viewPointDist(const ivec3 position)
+{
+ return length(vec3(viewPoint - position));
+}
+
+float
segDist(const ivec3 a, const ivec3 b)
{
- return min(length(vec3(viewPoint - a)), length(vec3(viewPoint - b)));
+ return min(viewPointDist(a), viewPointDist(b));
}
ifelse(