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-rw-r--r--src/shader/code/vertex.glsl12
1 files changed, 5 insertions, 7 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index e64a983..0f0e07c 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,10 +10,8 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
-uniform bool fluidQuality;
-
-const float velocityDisplayAmplifier = 3.0;
-const int qualityDisplayRestrictor = 6;
+uniform bool show_fluid_quality;
+uniform int palette_factor;
float unit(float x) {
return 1.0/(1.0+exp(-x));
@@ -47,7 +45,7 @@ float restrictedQuality(float quality) {
if ( quality < 0.0 ) {
return 0.0;
} else {
- return min(1.0, quality / qualityDisplayRestrictor);
+ return min(1.0, quality / palette_factor);
}
}
@@ -84,13 +82,13 @@ void main() {
} else if ( isWallFrontier(material) ) {
vs_out.color = vec3(0.0, 0.0, 0.0);
} else {
- if ( fluidQuality ) {
+ if ( show_fluid_quality ) {
vs_out.color = trafficLightPalette(restrictedQuality(VertexPosition.y));
} else {
vs_out.color = mix(
vec3(-0.5, 0.0, 1.0),
vec3( 1.0, 0.0, 0.0),
- velocityDisplayAmplifier * norm(VertexPosition.xy)
+ norm(VertexPosition.xy) / float(palette_factor)
);
}
}