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authorStanislaw Halik <sthalik@misaki.pl>2023-08-25 18:46:37 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-08-25 18:48:25 +0200
commit1ef440478f7861d7d399fa570df950b02626c46e (patch)
tree55d6b8c071734772c0d2ddfac03ae9299b9cbc40 /shaders/lightmap.hpp
parent9eb409b87e2f6750bbff18281222e829f9a44e18 (diff)
shaders/lightmap: clean up a bit
Note, `chunk_offset` isn't needed because origin is actually expected at the center of the first tile.
Diffstat (limited to 'shaders/lightmap.hpp')
-rw-r--r--shaders/lightmap.hpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/shaders/lightmap.hpp b/shaders/lightmap.hpp
index 0479a9b3..5bd38069 100644
--- a/shaders/lightmap.hpp
+++ b/shaders/lightmap.hpp
@@ -46,13 +46,10 @@ struct lightmap_shader final : GL::AbstractShaderProgram
void add_light(Vector2 neighbor_offset, const light_s& light);
void bind();
void finish();
+ static int iter_bounds();
GL::Texture2D& accum_texture();
- // todo allow 16 neighbors on new gpu's
- static constexpr auto neighbor_count = 4;
- static constexpr auto half_neighbors = Vector2(neighbor_count)/2;
-
using Position = GL::Attribute<0, Vector3>;
private: