refactor: remove stupidity

This commit is contained in:
catangent 2025-08-03 19:01:25 +01:00
parent 35a81340b1
commit 4d22b8783f
2 changed files with 0 additions and 9 deletions

View file

@ -60,10 +60,5 @@ void main()
outColor *= texture(occlusionMap, (vec2(ao_square, 0)+fract(fragTileTexCoord))/vec2(256, 1));
outColor.a = 1;
//uint bit = uint(fragTileTexCoord * 32);
//outColor.g = (((uint(quadWidth) >> bit) & uint(1)) == uint(1)) ?
// ((bit % uint(2) == uint(0)) ? 1.0 : 0.8):
// ((bit % uint(2) == uint(0)) ? 0.0 : 0.2);
}

View file

@ -104,10 +104,6 @@ pub fn main() !void {
model.materials[0].shader.locs[raylib.SHADER_LOC_MAP_DIFFUSE+1] = raylib.GetShaderLocation(shader, "occlusionMap");
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;
// for (0..32) |i|{
// std.debug.print("shader loc {}: {}\n", .{i, shader.locs[i]});
// }
while (!raylib.WindowShouldClose()) {
raylib.ClearBackground(raylib.BLACK);