From df435819eb64c13a79c1eede18fd82ad6d84be11 Mon Sep 17 00:00:00 2001 From: justin Date: Mon, 10 Nov 2025 14:08:34 +0000 Subject: [PATCH] Window render bugfix --- shader/pull/window.frag | 1 - shader/pull/window.vert | 28 +++++----------------------- src/Dodge/Render.hs | 4 ++-- 3 files changed, 7 insertions(+), 26 deletions(-) diff --git a/shader/pull/window.frag b/shader/pull/window.frag index 9fadbac0f..58d9a9ede 100644 --- a/shader/pull/window.frag +++ b/shader/pull/window.frag @@ -5,7 +5,6 @@ in vec4 vCol; in vec4 vPos; void main() { - //fCol = vec4 (1,0.5,0,0.5); fCol = vCol; fPos = vPos; } diff --git a/shader/pull/window.vert b/shader/pull/window.vert index e7e296935..442b8ca4f 100644 --- a/shader/pull/window.vert +++ b/shader/pull/window.vert @@ -1,34 +1,16 @@ #version 450 core -struct PosCol { - vec4 pospos; - vec4 col; -}; +struct PosCol { vec4 pospos; vec4 col; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; }; out vec4 vCol; out vec4 vPos; -int indices[6] = {0,1,2,2,3,0}; -vec4 iface[6] = - { vec4 (-1,-1,0,1) - , vec4 (-1,1,0,1) - , vec4 (1,1,0,1) - , vec4 (1,1,0,1) - , vec4 (1,-1,0,1) - , vec4 (-1,-1,0,1) - }; +int indices[6] = {0,1,3,0,3,2}; void main() { - //const struct PosCol pc = data[gl_VertexID / 6]; - vec4 pp = data[gl_VertexID / 6].pospos; vCol = data[gl_VertexID / 6].col; - //vCol = vec4(1,0.5,0,0.5); + vec4 pp = data[gl_VertexID / 6].pospos; int j = indices[gl_VertexID % 6]; - float z = (j / 2 > 0 ? 5000 : 0); - //vec2 xy = (j % 2 > 0 ? pc.pospos.xy : pc.pospos.zw); + float z = (j > 1.5 ? 5000 : 0); vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw); - vPos = vec4( xy, z, 1); -// vPos = vec4( 0,0,0, 1); - //vCol = pc.col; - gl_Position = theMat * vPos; - //gl_Position = iface[gl_VertexID % 6]; + gl_Position = theMat * vec4( xy, z, 1); } diff --git a/src/Dodge/Render.hs b/src/Dodge/Render.hs index 015201a8d..b416b8151 100644 --- a/src/Dodge/Render.hs +++ b/src/Dodge/Render.hs @@ -376,8 +376,8 @@ doDrawing' win pdata u = do glDepthFunc GL_LEQUAL glCullFace GL_BACK glDisable GL_BLEND - glDepthFunc GL_ALWAYS - glDisable GL_CULL_FACE +-- glDepthFunc GL_ALWAYS +-- glDisable GL_CULL_FACE glUseProgram $ pdata ^. windowPullShader . shaderUINT glBindVertexArray $ pdata ^. dummyVAO . vaoName glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)