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authorAdrian Kummerlaender2019-02-22 21:49:07 +0100
committerAdrian Kummerlaender2019-02-22 21:49:07 +0100
commitf0b536ac93b3a9a49dfff8a7637f09b153a3b955 (patch)
treedbddeb503d50276fcee06d889d8c8b1edfd36a02 /src/shader/code/vertex.glsl
parent1870b510acb351b5956402a21572835aa0d2dee0 (diff)
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Improvise interactive wall drawing
Internal wall cells need to be disabled to prevent delayed propagation of the reflected populations. This is just quickly thrown together - both the visual drawing and the backend's material handling remain to be improved.
Diffstat (limited to 'src/shader/code/vertex.glsl')
-rw-r--r--src/shader/code/vertex.glsl16
1 files changed, 10 insertions, 6 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 700a9b7..52d9403 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,7 +10,7 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
-const float displayAmplifier = 5.0;
+const float displayAmplifier = 50.0;
float unit(float x) {
return 1.0/(1.0+exp(-x));
@@ -42,10 +42,14 @@ void main() {
1.
);
- vs_out.color = mix(
- vec3(-0.5, 0.0, 1.0),
- vec3( 1.0, 0.0, 0.0),
- displayAmplifier * VertexPosition.z * norm(VertexPosition.xy)
- );
+ if ( VertexPosition.z < -1.0 ) {
+ vs_out.color = vec3(0.0, 0.0, 0.0);
+ } else {
+ vs_out.color = mix(
+ vec3(-0.5, 0.0, 1.0),
+ vec3( 1.0, 0.0, 0.0),
+ displayAmplifier * VertexPosition.z * norm(VertexPosition.xy)
+ );
+ }
}
)";