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Improve appearance of the 3D View in the Map Editor
The object indicators are now drawn in wireframe - just a temporary thing until I figure out how I want to style them. The ambient factor is also increased so not everything is so dark.
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3 changed files with 3 additions and 3 deletions
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@ -105,7 +105,7 @@ void ObjectPass::createPipeline()
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VkPipelineRasterizationStateCreateInfo rasterizer = {};
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VkPipelineRasterizationStateCreateInfo rasterizer = {};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.polygonMode = VK_POLYGON_MODE_LINE;
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rasterizer.cullMode = VK_CULL_MODE_NONE;
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rasterizer.cullMode = VK_CULL_MODE_NONE;
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rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterizer.lineWidth = 1.0f;
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rasterizer.lineWidth = 1.0f;
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@ -21,7 +21,7 @@ layout(std430, push_constant) uniform PushConstant {
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};
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};
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void main() {
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void main() {
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const vec3 lightPos = vec3(3);
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const vec3 lightPos = vec3(5);
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vec3 diffuse;
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vec3 diffuse;
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if (textureSize(diffuseTexture, 0).x == 1) {
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if (textureSize(diffuseTexture, 0).x == 1) {
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@ -41,5 +41,5 @@ void main() {
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float diff = max(dot(norm, lightDir), 0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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outColor = vec4(diffuse * (diff + 0.1), 1.0);
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outColor = vec4(diffuse * (diff + 0.5), 1.0);
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}
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}
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