Revision 0bd9f644
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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out vec3 v_Normal; // |
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out vec2 v_TexCoordinate; // |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix.
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uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection.
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uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points) |
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uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors) |
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// which need to work differently on points and vectors |
... | ... | |
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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
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uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
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uniform int vComAndAssoc[MAX_COMPON];// 'logical AND' association of the component. |
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uniform int vComEquAssoc[MAX_COMPON];// 'equal' association of the component. |
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layout (std140, binding=1) uniform meshAssociation |
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{ |
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int vComAndAssoc[MAX_COMPON]; // 'logical AND' association of the component. |
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int vComEquAssoc[MAX_COMPON]; // 'equal' association of the component. |
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}; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// HELPER FUNCTIONS |
Also available in: Unified diff
Introduce an UBO to the vertex shader holding info about mesh effect associations.