Revision 41b3ada0
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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// The first vec4 is the Interpolated values, |
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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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layout (shared, binding=1) uniform meshAssociation
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layout (std140, binding=3) 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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ivec4 vComAssoc[MAX_COMPON]; // component Associations |
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}; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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for(int i=0; i<vNumEffects; i++) |
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{ |
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if( ((vComAndAssoc[component] & vEffAndAssoc[i]) != 0) || (vComEquAssoc[component] == vEffEquAssoc[i]) )
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if( ((vComAssoc[component].x & vEffAndAssoc[i]) != 0) || (vComAssoc[component].z == vEffEquAssoc[i]) )
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{ |
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// ENABLED EFFECTS WILL BE INSERTED HERE |
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Also available in: Unified diff
Simplify AssociationUniformBlock