clean syntax in shader files

This commit is contained in:
buncccc 2025-04-14 16:28:12 +12:00
parent c20caf803c
commit f19ce6219c
2 changed files with 7 additions and 11 deletions

View File

@ -1,12 +1,9 @@
uniform sampler2D map; uniform sampler2D map;
uniform float cameraIndex; uniform float cameraIndex;
uniform float numCameras; uniform float numCameras;
uniform mat4 c2wm; uniform mat4 c2wm;
varying vec2 vUv; varying vec2 vUv;
varying float paintfordiscard; varying float paintfordiscard;

View File

@ -15,11 +15,10 @@ uniform mat4 c2wm;
varying vec2 vUv; varying vec2 vUv;
varying vec2 vUv1pxOffset; varying vec2 vUv1pxOffset;
varying float paintfordiscard; varying float paintfordiscard;
void main() { void main() {
vUv = vec2( position.x / width, position.y / height ); // -> vec2(0, 0) vUv = vec2( position.x / width, position.y / height ); // -> vec2(0, 0)
@ -30,12 +29,12 @@ void main() {
for (float xoff = -1.0; xoff < 2.0; xoff++) { for (float xoff = -1.0; xoff < 2.0; xoff++) {
for (float yoff = -1.0; yoff < 2.0; yoff++) { for (float yoff = -1.0; yoff < 2.0; yoff++) {
vec2 thisUv = vUv + (vec2 (xoff, yoff) * vUv1pxOffset); vec2 thisUv = vUv + (vec2 (xoff, yoff) * vUv1pxOffset);
vec4 color = texture2D( map, thisUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0))); vec4 color = texture2D(map, thisUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0)));
float depth = ( color.r + color.g + color.b ) / 3.0; float depth = ( color.r + color.g + color.b ) / 3.0;
if (depth < 0.01) { if (depth < 0.01) {
skipctr++; skipctr++;
} }
} }
} }