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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-24 19:56:07 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-26 00:07:32 +0100
commit553f738d55e1492f11ee7f150758963344ac79d4 (patch)
treedc3e92551996c405453dba30664585dceea6b5cf /gfx/gl/shaders/shadowDynamicPoint.vs
parentPoint shaders can all share the same implementation now in a single place (diff)
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Point shaders (shadows) can all share the same implementation now in a single place
They all just get `model` from a different place
Diffstat (limited to 'gfx/gl/shaders/shadowDynamicPoint.vs')
-rw-r--r--gfx/gl/shaders/shadowDynamicPoint.vs7
1 files changed, 1 insertions, 6 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs
index 531d8de..f3ed533 100644
--- a/gfx/gl/shaders/shadowDynamicPoint.vs
+++ b/gfx/gl/shaders/shadowDynamicPoint.vs
@@ -5,9 +5,4 @@ include(`meshIn.glsl')
uniform mat4 viewProjection;
uniform mat4 model;
-void
-main()
-{
- gl_Position = viewProjection * model * vec4(position, 1.0);
- gl_Position.z = max(gl_Position.z, -1);
-}
+include(`commonShadowPoint.glsl')