comp_unordered.glsl: don't orient vertices

While nothing passed to comp_unordered uses orientation, the uniform
block is not bound in this shader, and rotate() accesses sinCosTable. So
I'm not sure why this has ever worked.
This commit is contained in:
Adam
2020-12-28 13:54:30 -05:00
parent 5822e489f7
commit 68f4174b21

View File

@@ -29,8 +29,6 @@
layout(local_size_x = 6) in;
#include common.glsl
void main() {
uint groupId = gl_WorkGroupID.x;
uint localId = gl_LocalInvocationID.x;
@@ -41,7 +39,6 @@ void main() {
int outOffset = minfo.idx;
int uvOffset = minfo.uvOffset;
int flags = minfo.flags;
int orientation = flags & 0x7ff;
ivec4 pos = ivec4(minfo.x, minfo.y, minfo.z, 0);
if (localId >= size) {
@@ -62,16 +59,12 @@ void main() {
thisC = tempvb[offset + ssboOffset * 3 + 2];
}
ivec4 thisrvA = rotate(thisA, orientation);
ivec4 thisrvB = rotate(thisB, orientation);
ivec4 thisrvC = rotate(thisC, orientation);
uint myOffset = localId;
// position vertices in scene and write to out buffer
vout[outOffset + myOffset * 3] = pos + thisrvA;
vout[outOffset + myOffset * 3 + 1] = pos + thisrvB;
vout[outOffset + myOffset * 3 + 2] = pos + thisrvC;
vout[outOffset + myOffset * 3] = pos + thisA;
vout[outOffset + myOffset * 3 + 1] = pos + thisB;
vout[outOffset + myOffset * 3 + 2] = pos + thisC;
if (uvOffset < 0) {
uvout[outOffset + myOffset * 3] = vec4(0, 0, 0, 0);