refactor: remove stupidity
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35a81340b1
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4d22b8783f
2 changed files with 0 additions and 9 deletions
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@ -60,10 +60,5 @@ void main()
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outColor *= texture(occlusionMap, (vec2(ao_square, 0)+fract(fragTileTexCoord))/vec2(256, 1));
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outColor *= texture(occlusionMap, (vec2(ao_square, 0)+fract(fragTileTexCoord))/vec2(256, 1));
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outColor.a = 1;
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outColor.a = 1;
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//uint bit = uint(fragTileTexCoord * 32);
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//outColor.g = (((uint(quadWidth) >> bit) & uint(1)) == uint(1)) ?
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// ((bit % uint(2) == uint(0)) ? 1.0 : 0.8):
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// ((bit % uint(2) == uint(0)) ? 0.0 : 0.2);
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}
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}
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@ -104,10 +104,6 @@ pub fn main() !void {
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model.materials[0].shader.locs[raylib.SHADER_LOC_MAP_DIFFUSE+1] = raylib.GetShaderLocation(shader, "occlusionMap");
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model.materials[0].shader.locs[raylib.SHADER_LOC_MAP_DIFFUSE+1] = raylib.GetShaderLocation(shader, "occlusionMap");
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raylib.SetShaderValueTexture(shader, model.materials[0].shader.locs[raylib.SHADER_LOC_MAP_DIFFUSE+1], ambient_occlusion_texture); model.materials[0].maps[raylib.MATERIAL_MAP_DIFFUSE+1].texture = ambient_occlusion_texture;
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raylib.SetShaderValueTexture(shader, model.materials[0].shader.locs[raylib.SHADER_LOC_MAP_DIFFUSE+1], ambient_occlusion_texture); model.materials[0].maps[raylib.MATERIAL_MAP_DIFFUSE+1].texture = ambient_occlusion_texture;
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// for (0..32) |i|{
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// std.debug.print("shader loc {}: {}\n", .{i, shader.locs[i]});
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// }
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while (!raylib.WindowShouldClose()) {
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while (!raylib.WindowShouldClose()) {
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raylib.ClearBackground(raylib.BLACK);
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raylib.ClearBackground(raylib.BLACK);
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