From 68f4174b2129a2726321f888bd863971932e9b0d Mon Sep 17 00:00:00 2001 From: Adam Date: Mon, 28 Dec 2020 13:54:30 -0500 Subject: [PATCH] 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. --- .../runelite/client/plugins/gpu/comp_unordered.glsl | 13 +++---------- 1 file changed, 3 insertions(+), 10 deletions(-) diff --git a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/comp_unordered.glsl b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/comp_unordered.glsl index 531eb6c935..8eb4bdaa69 100644 --- a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/comp_unordered.glsl +++ b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/comp_unordered.glsl @@ -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);