Revision 78ff6ea9
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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uniform ivec4 vProperties[NUM_VERTEX];// their properties, 4 ints: |
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layout (std140) uniform vUniformProperties |
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{ |
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ivec4 vProperties[NUM_VERTEX]; // their properties, 4 ints: |
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// 1: name of the effect |
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// 2: effect's AND association |
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// 3: reserved int (probably another AND assoc in the future) |
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// 4: effect's EQU association |
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}; |
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uniform vec4 vUniforms[3*NUM_VERTEX]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
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// The first vec4 is the Interpolated values, |
Also available in: Unified diff
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.