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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-03-30 13:04:36 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-31 00:37:24 +0100
commitfb78c88576d9fed90ee69dfa35a9fbd3179ff486 (patch)
tree3666e8c7a7ebf56b5d9e6919093c3a9c7766a750 /gfx/gl/shaders/dynamicPointInst.vert
parentUse uint32_t for indexes in InstanceVertices (diff)
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Use a single buffer for the location/rotation data of all renderable objects
Removes the BufferedLocation and BufferedLocationUpdater mess. Note: appears to break bogie rendering in asset factory test only, same symptom as broken network render test? (out of date buffer data)
Diffstat (limited to 'gfx/gl/shaders/dynamicPointInst.vert')
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vert6
1 files changed, 4 insertions, 2 deletions
diff --git a/gfx/gl/shaders/dynamicPointInst.vert b/gfx/gl/shaders/dynamicPointInst.vert
index 7a00099..7c50706 100644
--- a/gfx/gl/shaders/dynamicPointInst.vert
+++ b/gfx/gl/shaders/dynamicPointInst.vert
@@ -3,12 +3,14 @@
layout(binding = 1) uniform usampler2DRect materialData;
+#include "commonLocationData.glsl"
#include "materialInterface.glsl"
#include "meshIn.glsl"
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-layout(location = 5) in mat3 model;
-layout(location = 8) in ivec3 modelPos;
+layout(location = 5) in uint index;
+mat3 model = mat3(locations[cldIndex[index]].rotationMatrix);
+ivec3 modelPos = locations[cldIndex[index]].position.xyz;
#include "commonPoint.glsl"