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Revision 96e3b88a

Added by Leszek Koltunski over 3 years ago

Introducing UBO to Effect Queues: step 1.

View differences:

src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java
56 56
 */
57 57
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
58 58
    {
59
    float qX = uniforms[NUM_UNIFORMS*index  ];
60
    float qY = uniforms[NUM_UNIFORMS*index+1];
61
    float qZ = uniforms[NUM_UNIFORMS*index+2];
62
    float qW = uniforms[NUM_UNIFORMS*index+3];
63

  
64
    float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
65
    float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
66
    float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
59
    float qX = uniforms[NUM_FLOAT_UNIFORMS*index  ];
60
    float qY = uniforms[NUM_FLOAT_UNIFORMS*index+1];
61
    float qZ = uniforms[NUM_FLOAT_UNIFORMS*index+2];
62
    float qW = uniforms[NUM_FLOAT_UNIFORMS*index+3];
63

  
64
    float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
65
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
66
    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
67 67

  
68 68
    Matrix.translateM(matrixP, 0, x, y, z);
69 69
    multiplyByQuat   (matrixP, qX, qY, qZ, qW);

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