From 1737f737dfca2d21be4a217e6a8c208daa5769d3 Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Wed, 27 Jan 2021 23:33:55 +0000 Subject: [PATCH] Don't use a vec3 if only two components get read --- files/shaders/groundcover_vertex.glsl | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/files/shaders/groundcover_vertex.glsl b/files/shaders/groundcover_vertex.glsl index 221f6528ba..97bfd61d34 100644 --- a/files/shaders/groundcover_vertex.glsl +++ b/files/shaders/groundcover_vertex.glsl @@ -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)); float d = length(worldpos - footPos.xyz); - vec3 stomp = vec3(0.0); + vec2 stomp = vec2(0.0); if (d < 150.0 && d > 0.0) - { - stomp = (60.0 / d - 0.4) * (worldpos - footPos.xyz); - } + stomp = (60.0 / d - 0.4) * (worldpos.xy - footPos.xy); - 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)