product:: using in_h2xe() and in_s2xe() more consistently

This commit is contained in:
Zeno Rogue committed 2019-11-30 18:06:48 +01:00
1 parent d63b14da5c
commit 5add972bdd
5 files changed
+10 -9

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@@ -197,7 +197,7 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
break;
}
}
else if(geometry == gProduct && !hybrid::over_sphere() && pmodel == mdPerspective) {
else if(in_h2xe() && pmodel == mdPerspective) {
shader_flags |= SF_PERS3 | SF_DIRECT;
coordinator +=
"float z = log(t[2] * t[2] - t[0] * t[0] - t[1] * t[1]) / 2.;\n"
@@ -209,7 +209,7 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
distfun = "sqrt(z*z+d*d)";
treset = true;
}
else if(geometry == gProduct && hybrid::over_sphere() && pmodel == mdPerspective) {
else if(in_s2xe() && pmodel == mdPerspective) {
shader_flags |= SF_PERS3 | SF_DIRECT;
distfun = "length(t.xyz)", treset = true;
}