Revision 9f9924f8
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh. |
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uniform int u_TransformFeedback; // are we doing the transform feedback now? |
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layout (std140, binding=4) uniform componentCenter
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layout (std140) uniform componentCenter |
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{ |
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vec4 vComCenter[MAX_COMPON]; // centers of mesh components. 4 floats: (x,y,z,unused) |
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}; |
... | ... | |
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// The first vec4 is the Interpolated values, |
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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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layout (std140, binding=3) uniform componentAssociation
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layout (std140) uniform componentAssociation |
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{ |
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ivec4 vComAssoc[MAX_COMPON]; // component Associations, 4 ints: |
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// 1: component's AND association |
Also available in: Unified diff
Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.
Now we need to dynamically detect the UBO index and form a BlockBinding ourselves.