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-rw-r--r--gfx/gl/shaders/landmass.fs6
-rw-r--r--gfx/gl/shaders/landmass.vs3
2 files changed, 3 insertions, 6 deletions
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs
index 55e3c24..382260e 100644
--- a/gfx/gl/shaders/landmass.fs
+++ b/gfx/gl/shaders/landmass.fs
@@ -3,10 +3,10 @@
include(`materialOut.glsl')
in vec3 FragPos;
in vec3 Normal;
-flat in vec3 ColourBias;
uniform sampler2D texture0;
uniform ivec3 viewPoint;
+uniform vec3 colourBias;
const vec3 grass = vec3(.1, .4, .05);
const vec3 slope = vec3(.6, .6, .4);
@@ -35,8 +35,8 @@ main()
vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb;
int height = position.z;
- if (ColourBias.r >= 0) {
- color *= ColourBias;
+ if (colourBias.r >= 0) {
+ color *= colourBias;
}
else if (height < beachline) { // Sandy beach
color *= sand;
diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vs
index 9617cb9..44cb879 100644
--- a/gfx/gl/shaders/landmass.vs
+++ b/gfx/gl/shaders/landmass.vs
@@ -3,11 +3,9 @@
layout(location = 0) in ivec3 position;
layout(location = 1) in vec3 normal;
-layout(location = 2) in vec3 colourBias;
out vec3 FragPos;
out vec3 Normal;
-flat out vec3 ColourBias;
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
@@ -17,7 +15,6 @@ main()
{
FragPos = position - viewPoint;
Normal = normal;
- ColourBias = colourBias;
gl_Position = viewProjection * vec4(FragPos, 1);
}