diff options
author | hop311 <hop3114@gmail.com> | 2024-10-20 23:02:04 +0200 |
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committer | hop311 <hop3114@gmail.com> | 2024-10-20 23:02:04 +0200 |
commit | 45d56aed583fd0db2f6201f9179f3919d2528d89 (patch) | |
tree | 78c5cf07c7218db9a91849115b75250b5ac6d009 /game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc | |
parent | 4c6e41074381ad5b61d64a796c242806cc61a18c (diff) |
Minor formatting changes (mostly whitespace cleanup)
Diffstat (limited to 'game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc')
-rw-r--r-- | game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc index 1adcd95..acebdc6 100644 --- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc +++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc @@ -13,7 +13,7 @@ uvec3 vec3_to_uvec3(vec3 v) { // (u, v) -> (province index bottom byte, province index top byte, terrain index byte) uvec3 read_uvec3(vec2 uv) { uv *= province_shape_subdivisions; - vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions); + vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions); float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x; return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb); } |