Add sound queue when on chasm edge

This commit is contained in:
2025-07-30 14:01:56 +01:00
parent d1346b855f
commit 7110ddb7a6
16 changed files with 401 additions and 341 deletions
+1 -3
View File
@@ -8,9 +8,7 @@ in float gAng;
layout (binding=40) uniform sampler2DArray diffuseSampler;
layout (binding=41) uniform sampler2DArray normalSampler;
vec2 rotateV2 (float a, vec2 v)
{
return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
}
{ return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a)); }
void main()
{
fCol = texture(diffuseSampler,gTexCoords);
+5 -2
View File
@@ -10,8 +10,7 @@ out vec3 gTexCoords;
float isLHS (vec2 startV, vec2 testV)
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
{ gAng = vTexAng[0].y;
float tcoordz = vTexAng[0].x;
{ float tcoordz = vTexAng[0].x;
vec2 p1xy = gl_in[0].gl_Position.xy;
vec2 p2xy = gl_in[0].gl_Position.zw;
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
@@ -25,18 +24,22 @@ void main()
gPos = p1;
gl_Position = vec4(theMat * p1);
gTexCoords = vec3 (0,0,tcoordz);
gAng = vTexAng[0].y;
EmitVertex();
gPos = p3;
gl_Position = vec4(theMat * p3);
gTexCoords = vec3 (0,2,tcoordz);
gAng = vTexAng[0].y;
EmitVertex();
gPos = p2;
gl_Position = vec4(theMat * p2);
gTexCoords = vec3 (tcoordx,0,tcoordz);
gAng = vTexAng[0].y;
EmitVertex();
gPos = p4;
gl_Position = vec4(theMat * p4);
gTexCoords = vec3 (tcoordx,2,tcoordz);
gAng = vTexAng[0].y;
EmitVertex();
EndPrimitive();
}