Fix shader: remove leftover window.__flightDir references

Old shader code with fdx/fdz still referenced window.__flightDir,
which GLSL can't parse. Removed those lines. Now shader uses only
uFlightDir uniform passed from JS.
This commit is contained in:
Richard Zink committed 2026-10-08 06:23:22 +02:00
1 parent e17076a273
commit 97dd480b21
1 file changed
+1 -4
+1 -4
View File
@@ -140,10 +140,7 @@ var FRAG_SRC = [
'float drift = uTime * uSpeed * 0.12;',
// Fixed altitude well above the cloud ceiling (y=1.5).
'float camY = 2.2;',
// Camera position follows window.__flightDir (set from URL #flight=...).
// Default: drift along +Z (north). For east: drift along +X. For south: -Z, etc.
'float fdx = (window.__flightDir ? window.__flightDir.dx : 0.0);',
'float fdz = (window.__flightDir ? window.__flightDir.dz : 1.0);',
// Camera position uses uFlightDir uniform (set from JS each frame).
'vec3 ro = vec3(drift * uFlightDir.x, camY, drift * uFlightDir.y);',
// Ray direction: tilt more downward so the visible ground fits
// within the mosaic. At uv.y = 0 the ray goes ~26° below