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Removed adjT hack since we don't really need it for this use case.

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1 parent 2f2158e commit 5cbd397ca0ed47ee40339fc0aa45924c4d6ef053 @njx njx committed Sep 27, 2012
Showing with 3 additions and 4 deletions.
  1. +3 −4 shader.vs
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7 shader.vs
@@ -47,12 +47,11 @@ void main()
{
vec4 pos = a_position;
float ramp = step(0.5, 1.0 - a_meshCoord.y) * a_meshCoord.y + step(0.5, a_meshCoord.y) * (1.0 - a_meshCoord.y);
- float adjT = t * 0.999; // don't get to the end to avoid overlap
- pos.z = ramp * -50.0 * mapDepth * adjT;
- pos.y = (pos.y + 0.5) * (1.0 - adjT) - 0.5;
+ pos.z = ramp * -50.0 * mapDepth * t;
+ pos.y = (pos.y + 0.5) * (1.0 - t) - 0.5;
- v_lighting = 1.0 - (ramp * adjT * 0.5);
+ v_lighting = 1.0 - (ramp * t * 0.5);
gl_Position = u_projectionMatrix * transform * pos;
}

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