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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/pointLight.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 (out of date buffer data)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/pointLight.vert')
-rw-r--r--gfx/gl/shaders/pointLight.vert8
1 files changed, 6 insertions, 2 deletions
diff --git a/gfx/gl/shaders/pointLight.vert b/gfx/gl/shaders/pointLight.vert
index b8ddecb..61953ad 100644
--- a/gfx/gl/shaders/pointLight.vert
+++ b/gfx/gl/shaders/pointLight.vert
@@ -1,10 +1,14 @@
#version 460 core
+#extension GL_ARB_shading_language_include : enable
+
+#include "commonLocationData.glsl"
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec3 v_colour;
layout(location = 2) in float v_kq;
-layout(location = 3) in mat3 model;
-layout(location = 6) in ivec3 modelPos;
+layout(location = 3) in uint index;
+mat3 model = mat3(locations[cldIndex[index]].rotationMatrix);
+ivec3 modelPos = locations[cldIndex[index]].position.xyz;
uniform ivec3 viewPoint;