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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-25 16:28:39 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-25 16:28:39 +0000
commit0aa665c3648d788755b00c9e431c872d57fddbb8 (patch)
tree859dba97d3026db485813d808e8180ac94a0ed2a /gfx/gl/shaders
parentRemove getTransform (diff)
downloadilt-0aa665c3648d788755b00c9e431c872d57fddbb8.tar.bz2
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Model positions as integers
Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r--gfx/gl/shaders/dynamicPoint.vs2
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs2
-rw-r--r--gfx/gl/shaders/fixedPoint.vs2
-rw-r--r--gfx/gl/shaders/shadowDynamicPoint.vs2
-rw-r--r--gfx/gl/shaders/shadowDynamicPointInst.vs2
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs2
6 files changed, 6 insertions, 6 deletions
diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs
index 9dd6a47..667f247 100644
--- a/gfx/gl/shaders/dynamicPoint.vs
+++ b/gfx/gl/shaders/dynamicPoint.vs
@@ -7,6 +7,6 @@ include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
uniform mat4 model;
-uniform vec3 modelPos;
+uniform ivec3 modelPos;
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
index 4ae6813..adf39bd 100644
--- a/gfx/gl/shaders/dynamicPointInst.vs
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -7,6 +7,6 @@ include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
layout(location = 5) in mat4 model;
-layout(location = 9) in vec3 modelPos;
+layout(location = 9) in ivec3 modelPos;
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs
index 0adbb02..6e1ab49 100644
--- a/gfx/gl/shaders/fixedPoint.vs
+++ b/gfx/gl/shaders/fixedPoint.vs
@@ -7,6 +7,6 @@ include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
const mat4 model = mat4(1);
-const vec3 modelPos = vec3(0);
+const vec3 modelPos = ivec3(0);
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs
index eb25423..e20d31a 100644
--- a/gfx/gl/shaders/shadowDynamicPoint.vs
+++ b/gfx/gl/shaders/shadowDynamicPoint.vs
@@ -5,6 +5,6 @@ include(`meshIn.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
uniform mat4 model;
-uniform vec3 modelPos;
+uniform ivec3 modelPos;
include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs
index a0f51c3..ab3e976 100644
--- a/gfx/gl/shaders/shadowDynamicPointInst.vs
+++ b/gfx/gl/shaders/shadowDynamicPointInst.vs
@@ -5,6 +5,6 @@ include(`meshIn.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
layout(location = 5) in mat4 model;
-layout(location = 9) in vec3 modelPos;
+layout(location = 9) in ivec3 modelPos;
include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
index dfc5c42..a9fb4a3 100644
--- a/gfx/gl/shaders/shadowFixedPoint.vs
+++ b/gfx/gl/shaders/shadowFixedPoint.vs
@@ -5,6 +5,6 @@ include(`meshIn.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
const mat4 model = mat4(1);
-const vec3 modelPos = vec3(0);
+const ivec3 modelPos = ivec3(0);
include(`commonShadowPoint.glsl')