Use ssbo/vertex pulling for lighting cap shader

Not yet sure whether the colour vector is correctly input into the ssbo
This commit is contained in:
2025-11-11 14:15:42 +00:00
parent a65a1cab93
commit 219c574931
11 changed files with 90 additions and 85 deletions
+3 -3
View File
@@ -190,7 +190,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
GL_UNSIGNED_INT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
@@ -204,8 +204,8 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glDrawArrays
GL_TRIANGLES
0
3
--(fromIntegral nCaps)
--3
(fromIntegral nCaps)
glFrontFace(GL_CCW)
--glDrawElements
-- (_unPrimitiveMode $ _shaderPrimitive lcapShad)