diff --git a/assets/shaders/minimap_display.frag.glsl b/assets/shaders/minimap_display.frag.glsl index dacaaed1..a288d90a 100644 --- a/assets/shaders/minimap_display.frag.glsl +++ b/assets/shaders/minimap_display.frag.glsl @@ -44,19 +44,8 @@ void main() { vec4 mapColor = texture(uComposite, mapUV); - // Player arrow - float acs = cos(push.arrowRotation); - float asn = sin(push.arrowRotation); - vec2 ac = center; - vec2 arrowPos = vec2(-(ac.x * acs - ac.y * asn), ac.x * asn + ac.y * acs); - - vec2 tip = vec2(0.0, -0.04); - vec2 left = vec2(-0.02, 0.02); - vec2 right = vec2(0.02, 0.02); - - if (pointInTriangle(arrowPos, tip, left, right)) { - mapColor = vec4(1.0, 0.8, 0.0, 1.0); - } + // Player direction arrow is rendered by GameScreen minimap overlays. + // Keep shader output to map imagery only to avoid duplicate indicators. // Dark border ring float border = smoothstep(0.48, 0.5, dist);