From 961f8c6d405c9c6fcf9aaf4fb6f199b0e5c60d88 Mon Sep 17 00:00:00 2001 From: Jon Santmyer Date: Thu, 30 Apr 2026 10:06:32 -0400 Subject: add orbit rendering for bodies --- assets/shaders/tacmap/grid.wgsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'assets/shaders/tacmap/grid.wgsl') diff --git a/assets/shaders/tacmap/grid.wgsl b/assets/shaders/tacmap/grid.wgsl index 625dc7f..822e957 100644 --- a/assets/shaders/tacmap/grid.wgsl +++ b/assets/shaders/tacmap/grid.wgsl @@ -7,6 +7,7 @@ struct VertexOutput { struct CameraUniform { view: mat4x4, proj: mat4x4, + pos: vec3, scale: f32 }; @@ -47,7 +48,6 @@ const cell_line_thickness: f32 = 0.001; const subcell_line_thickness: f32 = 0.0001; const cell_line_color: vec4 = vec4(0.25, 0.25, 0.25, 0.5); -const subcell_line_color: vec4 = vec4(0.125, 0.125, 0.125, 0.5); @fragment fn fs_main(in: VertexOutput @@ -79,7 +79,7 @@ fn fs_main(in: VertexOutput var color = vec4(0.0); if subcell_dist.x < sclt_real.x || subcell_dist.y < sclt_real.y - { color = subcell_line_color * subcell_falloff; } + { color = cell_line_color * subcell_falloff; } if cell_dist.x < clt_real.x || cell_dist.y < clt_real.y { color = cell_line_color; } -- cgit v1.2.3