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* Tidy networkCurve shadersDan Goodliffe7 days
| | | | | | | | | Arrays for start/end position/angle, smaller centre position, dynamic segment count based on max error, calculate distance in tessellation evaluation, use start/end position directly to avoid rounding errors at joins. See https://schneide.blog/2025/05/21/calculating-the-number-of-segments-for-accurate-circle-rendering/
* Rename shader source in keeping with glsl expectationsDan Goodliffe7 days
Swaps name/type of generated files to match class names and source files.