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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-24 19:56:07 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-26 00:07:32 +0100 |
commit | 553f738d55e1492f11ee7f150758963344ac79d4 (patch) | |
tree | dc3e92551996c405453dba30664585dceea6b5cf /gfx/gl/shaders/shadowFixedPoint.vs | |
parent | Point shaders can all share the same implementation now in a single place (diff) | |
download | ilt-553f738d55e1492f11ee7f150758963344ac79d4.tar.bz2 ilt-553f738d55e1492f11ee7f150758963344ac79d4.tar.xz ilt-553f738d55e1492f11ee7f150758963344ac79d4.zip |
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/shadowFixedPoint.vs')
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index c9fa19b..8921707 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -3,10 +3,6 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +const mat4 model = mat4(1); -void -main() -{ - gl_Position = viewProjection * vec4(position, 1.0); - gl_Position.z = max(gl_Position.z, -1); -} +include(`commonShadowPoint.glsl') |