#include "/var/world.glsl" #define worldCurvature 0 // [0 1 2] #define worldRadius 512 // [1024 512 256 -256] void world_curvature() { #if worldCurvature == CURVATURE_CYLINDER float z = gl_Position.z * gl_Position.z; gl_Position.y -= 2 * z / worldRadius; #elif worldCurvature == CURVATURE_ROUND vec2 xz = gl_Position.xz; gl_Position.y -= round(( dot(xz, xz) / worldRadius ) * 8) / 8; #endif }