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Don't use a vec3 if only two components get read

This commit is contained in:
AnyOldName3 2021-01-27 23:33:55 +00:00
parent b29e797b27
commit 1737f737df

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@ -62,13 +62,11 @@ vec2 groundcoverDisplacement(in vec3 worldpos, float h)
harmonics += vec2((1.0 + 0.28*v) * sin(5.0*osg_SimulationTime + worldpos.xy / 200.0)); harmonics += vec2((1.0 + 0.28*v) * sin(5.0*osg_SimulationTime + worldpos.xy / 200.0));
float d = length(worldpos - footPos.xyz); float d = length(worldpos - footPos.xyz);
vec3 stomp = vec3(0.0); vec2 stomp = vec2(0.0);
if (d < 150.0 && d > 0.0) if (d < 150.0 && d > 0.0)
{ stomp = (60.0 / d - 0.4) * (worldpos.xy - footPos.xy);
stomp = (60.0 / d - 0.4) * (worldpos - footPos.xyz);
}
return clamp(0.02 * h, 0.0, 1.0) * (harmonics * displace + stomp.xy); return clamp(0.02 * h, 0.0, 1.0) * (harmonics * displace + stomp);
} }
mat4 rotation(in vec3 angle) mat4 rotation(in vec3 angle)