diff options
author | Stanislaw Halik <sthalik@misaki.pl> | 2023-09-07 10:02:05 +0200 |
---|---|---|
committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-09-07 10:02:05 +0200 |
commit | 8d331c1c58b44e3ad3578be8e0ef2815287adc4b (patch) | |
tree | bf4eea13579109f8c3f7f2379d98ebc3b6c75e22 /shaders | |
parent | 100f35c5129b28c12aa776b5664a9e29f1f551bf (diff) |
extend hack to fix ground clipping at chunk boundary
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/shader.hpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/shader.hpp b/shaders/shader.hpp index bd0f5884..c163b1dc 100644 --- a/shaders/shader.hpp +++ b/shaders/shader.hpp @@ -42,7 +42,7 @@ struct tile_shader final : private GL::AbstractShaderProgram static constexpr Vector2s max_screen_tiles = {8, 8}; static constexpr float character_depth_offset = 1 + 1./64; static constexpr float scenery_depth_offset = 1 + 1./64; - static constexpr float ground_depth_offset = 0; // todo scenery cut off at chunk boundary + static constexpr float ground_depth_offset = 0; static constexpr float wall_depth_offset = 1; static constexpr float z_depth_offset = 1 + 2./64; static constexpr float depth_tile_size = 1.f/(TILE_MAX_DIM * 2 * max_screen_tiles.product()); |