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fix PR issues
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Manfred Cheung committed Aug 24, 2023
1 parent 6f6025c commit 6520d8f
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Showing 5 changed files with 4 additions and 6 deletions.
2 changes: 1 addition & 1 deletion src/graph/edges/bundle/ClusterBundle.data.vs.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ out vec2 vColorMix;
flat out uvec4 vPickingColor;

// manual import from ../../../renderer/shaders/valueForIndex.glsl
// to avoid uvec4 pragma error
// to avoid uvec4 glslify error
vec4 valueForIndex(sampler2D tex, int index) {
int texWidth = textureSize(tex, 0).x;
int col = index % texWidth;
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2 changes: 0 additions & 2 deletions src/graph/edges/gravity/Gravity.ts
Original file line number Diff line number Diff line change
Expand Up @@ -111,7 +111,6 @@ export class Gravity extends Edges<BasicEdgeData, GLGravityEdgeTypes> {

switch (mode) {
case RenderMode.PICKING:
// this.pickingDrawCall.draw();
setDrawCallUniforms(this.pickingDrawCall, uniforms);
setDrawCallUniforms(this.pickingDrawCall, this.localUniforms);
this.pickingDrawCall.uniform('uPicking', true);
Expand All @@ -123,7 +122,6 @@ export class Gravity extends Edges<BasicEdgeData, GLGravityEdgeTypes> {
setDrawCallUniforms(this.drawCall, this.localUniforms);
this.drawCall.uniform('uPicking', false);
this.drawCall.draw();
break;
}
}

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2 changes: 1 addition & 1 deletion src/graph/edges/gravity/Gravity.vs.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ out vec2 vProjectedPosition;
out float vProjectedW;

// manual import from ../../../renderer/shaders/valueForIndex.glsl
// to avoid uvec4 pragma error
// to avoid uvec4 glslify error
vec4 valueForIndex(sampler2D tex, int index) {
int texWidth = textureSize(tex, 0).x;
int col = index % texWidth;
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2 changes: 1 addition & 1 deletion src/graph/edges/path/CurvedPath.data.vs.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ out vec2 vColorMix;
flat out uvec4 vPickingColor;

// manual import from ../../../renderer/shaders/valueForIndex.glsl
// to avoid uvec4 pragma error
// to avoid uvec4 glslify error
vec4 valueForIndex(sampler2D tex, int index) {
int texWidth = textureSize(tex, 0).x;
int col = index % texWidth;
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2 changes: 1 addition & 1 deletion src/graph/edges/path/StraightPath.vs.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ out vec2 vProjectedPosition;
out float vProjectedW;

// manual import from ../../../renderer/shaders/valueForIndex.glsl
// to avoid uvec4 pragma error
// to avoid uvec4 glslify error
vec4 valueForIndex(sampler2D tex, int index) {
int texWidth = textureSize(tex, 0).x;
int col = index % texWidth;
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