From 6ed208747005774f3fbc90256b9da0c6890a0814 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 27 Apr 2023 18:36:45 +0100 Subject: Lookup material details once in the vertex shader ... instead of per texel in the fragment shader --- gfx/gl/shaders/commonPoint.glsl | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) (limited to 'gfx/gl/shaders/commonPoint.glsl') diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl index ecf5fc9..35510e1 100644 --- a/gfx/gl/shaders/commonPoint.glsl +++ b/gfx/gl/shaders/commonPoint.glsl @@ -1,3 +1,18 @@ +layout(binding = 1) uniform usampler2DRect materialData; + +MaterialDetail +getMaterialDetail(uint midx) +{ + if (midx > 0u) { + const vec4 sPosSize = texture(materialData, uvec2(0, midx - 1u)); + const uvec4 sMode = texture(materialData, uvec2(1, midx - 1u)); + const uint mapmodeU = sMode.x & 0xFu; + const uint mapmodeV = (sMode.x & 0xF0u) >> 1; + return MaterialDetail(sPosSize.xy, sPosSize.zw, uvec2(mapmodeU, mapmodeV)); + } + return MaterialDetail(vec2(0, 0), vec2(0, 0), uvec2(0, 0)); +} + void main() { @@ -7,7 +22,7 @@ main() TexCoords = texCoord; Normal = (model * vec4(normal, 0.0)).xyz; Colour = colour; - Material = material; + Material = getMaterialDetail(material); gl_Position = viewProjection * worldPos; } -- cgit v1.2.3