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-rw-r--r--gfx/gl/shaders/networkStraight.gs38
1 files changed, 2 insertions, 36 deletions
diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.gs
index ccd456a..51df5fb 100644
--- a/gfx/gl/shaders/networkStraight.gs
+++ b/gfx/gl/shaders/networkStraight.gs
@@ -1,14 +1,5 @@
#version 330 core
-const float RAIL_HEIGHT = 250;
-const vec3[] profile = vec3[]( //
- vec3(-1900.F, 0.F, 0.F), //
- vec3(-608.F, 0.F, RAIL_HEIGHT), //
- vec3(0, 0.F, RAIL_HEIGHT * .7F), //
- vec3(608.F, 0.F, RAIL_HEIGHT), //
- vec3(1900.F, 0.F, 0.F));
-const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1);
-
flat in ivec3 apos[];
flat in ivec3 bpos[];
flat in mat2 rot[];
@@ -17,35 +8,10 @@ flat in float dist[];
layout(points) in;
layout(triangle_strip, max_vertices = 10) out;
-
-uniform mat4 viewProjection;
-uniform ivec3 viewPoint;
-
-uniform int clipDistance = 5000000;
-uniform int flatDistance = 1000000;
-
-out vec2 texCoord;
-out vec3 rposition;
-
-void
-doEnd(const ivec3 end, int v, float texY)
-{
- rposition = vec3(rot[0] * profile[v].xy, profile[v].z);
- ivec3 vpos = end + ivec3(rposition);
- gl_Position = viewProjection * vec4(vpos - viewPoint, 1);
- texCoord = vec2(texturePos[v], texY);
- EmitVertex();
-}
+include(`networkCommon.glsl')
void
main()
{
- if (dist[0] < clipDistance) {
- int vstep = (dist[0] < flatDistance) ? 1 : profile.length() - 1;
- for (int v = 0; v < profile.length(); v += vstep) {
- doEnd(bpos[0], v, reps[0]);
- doEnd(apos[0], v, 0);
- }
- EndPrimitive();
- }
+ doSeg(dist[0], apos[0], bpos[0], 0.f, reps[0], rot[0], rot[0]);
}