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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/networkCommon.glsl
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/networkCommon.glsl')
-rw-r--r--gfx/gl/shaders/networkCommon.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl
index 8b58e51..4ff24e8 100644
--- a/gfx/gl/shaders/networkCommon.glsl
+++ b/gfx/gl/shaders/networkCommon.glsl
@@ -18,7 +18,7 @@ segDist(const ivec3 a, const ivec3 b)
}
ifelse(
- TYPE, .gs,
+ TYPE, .geom,
// Begin: Geometry shader only function
void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) {
ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z);