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| author | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-03-30 13:04:36 +0100 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-31 00:37:24 +0100 |
| commit | fb78c88576d9fed90ee69dfa35a9fbd3179ff486 (patch) | |
| tree | 3666e8c7a7ebf56b5d9e6919093c3a9c7766a750 /gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert | |
| parent | Use uint32_t for indexes in InstanceVertices (diff) | |
| download | ilt-fb78c88576d9fed90ee69dfa35a9fbd3179ff486.tar.bz2 ilt-fb78c88576d9fed90ee69dfa35a9fbd3179ff486.tar.xz ilt-fb78c88576d9fed90ee69dfa35a9fbd3179ff486.zip | |
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 (out of date buffer data)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/shadowDynamicPointInstWithTextures.vert')
| -rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert index 51b05c8..a5e8245 100644 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert @@ -4,12 +4,14 @@ layout(binding = 4) uniform usampler2DRect materialData; +#include "commonLocationData.glsl" #include "getMaterialDetail.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" 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 "commonShadowPoint.glsl" |
