diff options
| -rw-r--r-- | src/shader/code/collide.glsl | 2 | ||||
| -rw-r--r-- | src/shader/code/geometry.glsl | 8 | ||||
| -rw-r--r-- | src/shader/code/vertex.glsl | 2 | 
3 files changed, 7 insertions, 5 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 936ca89..3982ad8 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -13,7 +13,7 @@ uniform uint nY;  const uint  q     = 9;  const float omega = 0.6; -const float displayAmplifier = 50.; +const float displayAmplifier = 1000.;  float get(uint x, uint y, int i, int j) {  	return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; diff --git a/src/shader/code/geometry.glsl b/src/shader/code/geometry.glsl index 6701b41..6ecfc99 100644 --- a/src/shader/code/geometry.glsl +++ b/src/shader/code/geometry.glsl @@ -30,8 +30,10 @@ void emitSquareAt(vec4 position) {  }  void main() { -	color = gs_in[0].color; -	emitSquareAt(gl_in[0].gl_Position); -	EndPrimitive(); +	if ( gl_in[0].gl_Position.xyz != vec3(0.,0.,0.) ) { +		color = gs_in[0].color; +		emitSquareAt(gl_in[0].gl_Position); +		EndPrimitive(); +	}  }  )"; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 0727708..453b6fa 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -4,7 +4,7 @@ static const std::string VERTEX_SHADER_CODE = R"(  layout (location=0) in vec3 VertexPosition;  out VS_OUT { -    vec3 color; +	vec3 color;  } vs_out;  void main() { | 
