Revision 9b2b34d2
Added by Leszek Koltunski 6 days ago
src/main/res/raw/main_vertex_shader.glsl | ||
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}; |
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#endif |
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#ifdef BUGGY_UBOS |
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layout (packed) uniform componentAssociation |
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{ |
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ivec2 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
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}; |
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#else |
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layout (std140) uniform componentAssociation |
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{ |
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ivec4 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
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}; |
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#endif |
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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... | ... | |
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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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}; |
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#ifdef BUGGY_UBOS |
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layout (packed) uniform componentAssociation |
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{ |
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ivec2 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
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}; |
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#else |
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layout (std140) uniform componentAssociation |
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{ |
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ivec4 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
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}; |
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#endif |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// HELPER FUNCTIONS |
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////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Bugfix in the main vertex shader: now the 'component association' buffers might be needed even if there are no vertex effects.