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path: root/gfx/gl/shaders/networkCurve.gs
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Diffstat (limited to 'gfx/gl/shaders/networkCurve.gs')
-rw-r--r--gfx/gl/shaders/networkCurve.gs4
1 files changed, 2 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;