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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-20 23:27:01 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-20 23:27:01 +0000
commit35a9f035963458156c719dc16f4073b8244d66eb (patch)
tree4a96298e2be58dd4d55fafb612d1bfdd855091f5 /gfx/gl/shaders
parentImplement basic network curve part shader (diff)
downloadilt-35a9f035963458156c719dc16f4073b8244d66eb.tar.bz2
ilt-35a9f035963458156c719dc16f4073b8244d66eb.tar.xz
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Pass curve link radius, no recalculate, its constant
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r--gfx/gl/shaders/networkCurve.gs4
-rw-r--r--gfx/gl/shaders/networkCurve.vs3
2 files changed, 5 insertions, 2 deletions
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
index 82d8c59..d373c0c 100644
--- a/gfx/gl/shaders/networkCurve.gs
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -6,6 +6,7 @@ flat in ivec3 cpos[];
flat in float reps[];
flat in float aangle[];
flat in float bangle[];
+flat in float radius[];
layout(points) in;
layout(triangle_strip, max_vertices = 255) out;
@@ -24,7 +25,6 @@ void
main()
{
float segs = floor(255 / (profile.length() * 2));
- float radius = distance(cpos[0], apos[0]);
vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle
reps[0], // texture
(bpos[0].z - apos[0].z)) // height
@@ -35,7 +35,7 @@ main()
float prevTex = 0;
for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) {
mat2 rot = getRot(arc.x + aangle[0]);
- ivec3 pos = cpos[0] + ivec3(rot * vec2(radius, 0), arc.z);
+ ivec3 pos = cpos[0] + ivec3(rot * vec2(radius[0], 0), arc.z);
float tex = arc.y;
doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot);
prevPos = pos;
diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs
index 6c56e93..f51bb87 100644
--- a/gfx/gl/shaders/networkCurve.vs
+++ b/gfx/gl/shaders/networkCurve.vs
@@ -6,6 +6,7 @@ layout(location = 2) in ivec3 v_centre;
layout(location = 3) in float v_reps;
layout(location = 4) in float v_aangle;
layout(location = 5) in float v_bangle;
+layout(location = 6) in float v_radius;
flat out ivec3 apos;
flat out ivec3 bpos;
@@ -13,6 +14,7 @@ flat out ivec3 cpos;
flat out float reps;
flat out float aangle;
flat out float bangle;
+flat out float radius;
void
main()
@@ -23,4 +25,5 @@ main()
reps = v_reps;
aangle = v_aangle;
bangle = v_bangle;
+ radius = v_radius;
}