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Revision 41b3ada0

Added by Leszek Koltunski over 3 years ago

Simplify AssociationUniformBlock

View differences:

src/main/res/raw/main_vertex_shader.glsl
56 56
                                     // The first vec4 is the Interpolated values,
57 57
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
58 58

  
59
layout (shared, binding=1) uniform meshAssociation
59
layout (std140, binding=3) uniform meshAssociation
60 60
  {
61
  int vComAndAssoc[MAX_COMPON]; // 'logical AND' association of the component.
62
  int vComEquAssoc[MAX_COMPON]; // 'equal' association of the component.
61
  ivec4 vComAssoc[MAX_COMPON]; // component Associations
63 62
  };
64 63

  
65 64
//////////////////////////////////////////////////////////////////////////////////////////////
......
119 118

  
120 119
  for(int i=0; i<vNumEffects; i++)
121 120
    {
122
    if( ((vComAndAssoc[component] & vEffAndAssoc[i]) != 0) || (vComEquAssoc[component] == vEffEquAssoc[i]) )
121
    if( ((vComAssoc[component].x & vEffAndAssoc[i]) != 0) || (vComAssoc[component].z == vEffEquAssoc[i]) )
123 122
      {
124 123
      // ENABLED EFFECTS WILL BE INSERTED HERE
125 124

  

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