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@@ -1,13 +1,13 @@
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local shaderCode = {[[
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/* VERTEX shader */
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-layout(location = 0) out vec4 fragmentView;
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+out vec4 fragmentView;
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vec4 lovrmain() {
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fragmentView = ClipFromLocal * VertexPosition;
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return fragmentView;
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} ]], [[
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/* FRAGMENT shader */
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-layout(location = 0) in vec4 fragmentView;
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+in vec4 fragmentView;
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Constants {
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vec3 fogColor;
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@@ -53,8 +53,8 @@ function lovr.load()
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vertices[vi][1], vertices[vi][2], vertices[vi][3] = x, y, z
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end
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- vertexBuffer = lovr.graphics.newBuffer(vertices, 'vec3')
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- indexBuffer = lovr.graphics.newBuffer(indices, 'index16')
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+ mesh = lovr.graphics.newMesh({{ 'VertexPosition', 'vec3' }}, vertices)
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+ mesh:setIndices(indices)
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end
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function lovr.draw(pass)
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@@ -65,10 +65,10 @@ function lovr.draw(pass)
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pass:setColor(0.565, 0.404, 0.463)
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pass:setDepthOffset(-10000) -- Ensure wireframe stays on top
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- pass:mesh(vertexBuffer, indexBuffer)
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+ pass:draw(mesh)
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pass:setDepthOffset()
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pass:setWireframe(true)
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pass:setColor(0.388, 0.302, 0.412, 0.1)
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- pass:mesh(vertexBuffer, indexBuffer)
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+ pass:draw(mesh)
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end
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