From d1346b855f51cf9423d0bb7e17c8a766bb76285c Mon Sep 17 00:00:00 2001 From: justin Date: Wed, 30 Jul 2025 09:25:29 +0100 Subject: [PATCH] Cleanup --- shader/wall/basic.frag | 2 -- shader/wall/basic.geom | 13 ++++++++----- 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/shader/wall/basic.frag b/shader/wall/basic.frag index 029640dde..8ae7f1de1 100644 --- a/shader/wall/basic.frag +++ b/shader/wall/basic.frag @@ -2,10 +2,8 @@ layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; layout (location=2) out vec4 fNorm; -in vec2 tPos; in vec3 gTexCoords; in vec4 gPos; -in vec4 gColor; in float gAng; layout (binding=40) uniform sampler2DArray diffuseSampler; layout (binding=41) uniform sampler2DArray normalSampler; diff --git a/shader/wall/basic.geom b/shader/wall/basic.geom index a07d71657..e7655636d 100644 --- a/shader/wall/basic.geom +++ b/shader/wall/basic.geom @@ -4,7 +4,6 @@ layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; in vec2 vTexAng[]; out float gAng; -out vec2 tPos; out vec4 gPos; out vec3 gTexCoords; // consider using isLHS to check if the wall is facing the center @@ -23,16 +22,20 @@ void main() float dist = distance(p1xy,p2xy); float tcoordx = dist / 50; vec4 norm = vec4( d.y, -d.x, 0, 0); - gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1); + gPos = p1; + gl_Position = vec4(theMat * p1); gTexCoords = vec3 (0,0,tcoordz); EmitVertex(); - gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3); + gPos = p3; + gl_Position = vec4(theMat * p3); gTexCoords = vec3 (0,2,tcoordz); EmitVertex(); - gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2); + gPos = p2; + gl_Position = vec4(theMat * p2); gTexCoords = vec3 (tcoordx,0,tcoordz); EmitVertex(); - gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4); + gPos = p4; + gl_Position = vec4(theMat * p4); gTexCoords = vec3 (tcoordx,2,tcoordz); EmitVertex(); EndPrimitive();