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Revision 9f9924f8

Added by Leszek Koltunski over 3 years ago

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.

View differences:

src/main/res/raw/main_vertex_shader.glsl
39 39
uniform float u_Inflate;              // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
40 40
uniform int u_TransformFeedback;      // are we doing the transform feedback now?
41 41

  
42
layout (std140, binding=4) uniform componentCenter
42
layout (std140) uniform componentCenter
43 43
  {
44 44
  vec4 vComCenter[MAX_COMPON];        // centers of mesh components. 4 floats: (x,y,z,unused)
45 45
  };
......
56 56
                                      // The first vec4 is the Interpolated values,
57 57
                                      // second vec4: first float - cache, next 3: Center, the third -  the Region.
58 58

  
59
layout (std140, binding=3) uniform componentAssociation
59
layout (std140) uniform componentAssociation
60 60
  {
61 61
  ivec4 vComAssoc[MAX_COMPON];        // component Associations, 4 ints:
62 62
                                      // 1: component's AND association

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