Revision 96e3b88a
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
---|---|---|
49 | 49 |
#if NUM_VERTEX>0 |
50 | 50 |
uniform int vNumEffects; // total number of vertex effects |
51 | 51 |
uniform int vName[NUM_VERTEX]; // their names. |
52 |
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
|
53 |
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
|
54 |
|
|
52 | 55 |
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
53 | 56 |
// The first vec4 is the Interpolated values, |
54 | 57 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
55 |
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
|
56 |
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
|
57 | 58 |
|
58 |
layout (std140, binding=1) uniform meshAssociation
|
|
59 |
layout (shared, binding=1) uniform meshAssociation
|
|
59 | 60 |
{ |
60 | 61 |
int vComAndAssoc[MAX_COMPON]; // 'logical AND' association of the component. |
61 | 62 |
int vComEquAssoc[MAX_COMPON]; // 'equal' association of the component. |
Also available in: Unified diff
Introducing UBO to Effect Queues: step 1.