Simplify wall lighting shader

This commit is contained in:
2025-10-30 11:17:06 +00:00
parent c2e5aaa7a0
commit 71006e24fd
2 changed files with 23 additions and 15 deletions
+2 -1
View File
@@ -128,6 +128,7 @@ doDrawing' win pdata u = do
GL_DEPTH
0
-- draw wall occlusions from the camera's point of view
glDisable GL_CULL_FACE
unless (debugOn Remove_LOS cfig) $ do
glUseProgram (pdata ^. lightingWallShadShader . shaderUINT)
glProgramUniform3f
@@ -139,7 +140,7 @@ doDrawing' win pdata u = do
glProgramUniform1f
(pdata ^. lightingWallShadShader . shaderUINT)
1
1000
1000 -- this should be the furthest on screen distance from the viewpoint
glBindVertexArray $ pdata ^. lightingWallShadShader . shaderVAO . vaoName
glDrawArrays
(_unPrimitiveMode $ pdata ^. lightingWallShadShader . shaderPrimitive)