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-rw-r--r--gfx/gl/shaders/network.fs2
-rw-r--r--gfx/gl/shaders/networkCommon.glsl6
2 files changed, 4 insertions, 4 deletions
diff --git a/gfx/gl/shaders/network.fs b/gfx/gl/shaders/network.fs
index e7d15b3..4e347b4 100644
--- a/gfx/gl/shaders/network.fs
+++ b/gfx/gl/shaders/network.fs
@@ -11,7 +11,7 @@ uniform ivec3 viewPoint;
void
main()
{
- gPosition = ivec4(viewPoint + rposition, 0);
+ gPosition = ivec4(viewPoint + rposition, 1);
gNormal = vec4(0, 0, 1, 1);
gAlbedoSpec = texture(texture0, texCoord);
}
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl
index 7b55cad..0bc3c1c 100644
--- a/gfx/gl/shaders/networkCommon.glsl
+++ b/gfx/gl/shaders/networkCommon.glsl
@@ -21,9 +21,9 @@ ifelse(
TYPE, .gs,
// Begin: Geometry shader only function
void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) {
- rposition = vec3(rot * profile[v].xy, profile[v].z);
- ivec3 vpos = end + ivec3(rposition);
- gl_Position = viewProjection * vec4(vpos - viewPoint, 1);
+ ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z);
+ rposition = vpos - viewPoint;
+ gl_Position = viewProjection * vec4(rposition, 1);
texCoord = vec2(texturePos[v], texY);
EmitVertex();
}