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Revision de77a6c5

Added by Leszek Koltunski about 3 years ago

Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.

View differences:

src/main/res/raw/main_fragment_shader.glsl
45 45
#endif
46 46

  
47 47
#if NUM_FRAGMENT>0
48
uniform int fNumEffects;                // total number of fragment effects
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uniform int fNumEffects;                     // total number of fragment effects
49 49

  
50 50
layout (std140) uniform fUniformProperties
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  {
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  ivec4 fProperties[NUM_FRAGMENT];      // their properties, 4 ints:
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                                        // name of the effect, unused, unused, unused
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  ivec4 fProperties[NUM_FRAGMENT];           // their properties, 4 ints:
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                                             // name of the effect, unused, unused, unused
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  };
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layout (std140) uniform fUniformFloats
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  {
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  vec4 fUniforms[3*NUM_FRAGMENT];            // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
59
                                             // The first vec4 is the Interpolated values,
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                                             // second vec4: first float - cache, next 3: Center, the third - the Region.
54 61
  };
55 62

  
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uniform vec4 fUniforms[3*NUM_FRAGMENT]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
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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.
59 63
#endif    // NUM_FRAGMENT>0
60 64

  
61 65
#ifdef OIT

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