Refactor mesh handling to use templated vertex structures for improved type safety and flexibility

This commit is contained in:
REDxEYE
2025-04-13 17:14:28 +03:00
parent bba647db5c
commit 1ffbeb8148
28 changed files with 591 additions and 521 deletions
+2 -2
View File
@@ -3,7 +3,7 @@
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in float v_light;
layout (location = 3) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
@@ -31,7 +31,7 @@ void main() {
vec3 pos3d = modelpos.xyz - u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec4 decomp_light = v_light;
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);