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Revision 2ab60f72

Added by Leszek Koltunski about 6 years ago

SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )

View differences:

src/main/res/raw/main_fragment_shader.glsl
43 43
                                        // next describes the Region, i.e. area over which the effect is active.
44 44
#endif    // NUM_FRAGMENT>0
45 45

  
46
layout (std140,binding=1) buffer SSBO   // PER-SURFACE count of transparent fragments.
46
layout (std140,binding=0) buffer SSBO   // PER-SURFACE count of transparent fragments.
47 47
  {                                     // Can be buffered, i.e. if we are for example
48
  int count[];                          // triple-buffered, then surfaceID=N uses 3
48
  int ssbocount[];                      // triple-buffered, then surfaceID=N uses 3
49 49
  };                                    // consecutive counts (N,N+1,N+2) during 3
50 50
                                        // consecutive frames.
51 51
uniform int u_currentIndex;             // Index into the count[] array we are supposed to be using
......
73 73
    }
74 74
#endif
75 75

  
76
  count[0]=17;
76
  ssbocount[0]=17;
77 77

  
78 78
  FRAG_COLOR = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a);
79 79
  }

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