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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/networkCurve.tese
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/networkCurve.tese')
-rw-r--r--gfx/gl/shaders/networkCurve.tese6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/networkCurve.tese b/gfx/gl/shaders/networkCurve.tese
index 82e6a13..9cc31e2 100644
--- a/gfx/gl/shaders/networkCurve.tese
+++ b/gfx/gl/shaders/networkCurve.tese
@@ -2,8 +2,6 @@
layout(isolines, equal_spacing, cw) in;
-uniform ivec3 viewPoint;
-
flat in ivec3 c_pos[][2];
flat in ivec2 c_cpos[];
flat in float c_reps[];
@@ -18,6 +16,8 @@ flat out float dist;
const float startTolerance = 1. / 200.;
const float endTolerance = 1. - startTolerance;
+include(`networkCommon.glsl')
+
mat2
getRot(float angle)
{
@@ -41,5 +41,5 @@ main()
}
tpos = c_reps[0] * gl_TessCoord.x;
- dist = length(vec3(viewPoint - pos));
+ dist = viewPointDist(pos);
}