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@@ -12,9 +12,6 @@ uniform float clip = 4.0;
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uniform vec4 color1 : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
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-// Z coordinate of the vertex, in local space.
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-varying float z_local_coordinates;
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-
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void vertex(){
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// Because of how the UVs are laid out, the UVs at the right-most place
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// are at the end of the beam. We use that to decide wether or not to
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@@ -26,7 +23,6 @@ void vertex(){
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float original_z = VERTEX.z;
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VERTEX.z = mix(VERTEX.z, -clip, should_displace_vertex);
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UV.x *= VERTEX.z / original_z;
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- z_local_coordinates = VERTEX.z;
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VERTEX.xy *= traversal_scale;
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}
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