fix particle shader datatype
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@ -10,7 +10,7 @@ Bind points for different SSBOs
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A point light
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*/
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struct ParticleData {
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mat4 model;
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dmat4 model;
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vec4 color;
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vec4 texture;
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};
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@ -48,7 +48,7 @@ out vec4 instanceColor;
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void main() {
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ParticleData currentParticle = particleData[gl_InstanceID];
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mat4 model = currentParticle.model;
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mat4 model = mat4(currentParticle.model);
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//normalize posiiton and normal
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vec4 FinalVertex = vec4(aPos, 1.0);
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@ -96,7 +96,7 @@ public class ParticleService extends SignalServiceImpl {
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boolean rVal = false;
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switch(signal.getType()){
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case RENDERING_ENGINE_READY: {
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modelAttrib = new ShaderAttribute("model", HomogenousBufferTypes.MAT4F);
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modelAttrib = new ShaderAttribute("model", HomogenousBufferTypes.MAT4D);
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colorAttrib = new ShaderAttribute("color", HomogenousBufferTypes.VEC4F);
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textureAttrib = new ShaderAttribute("texture", HomogenousBufferTypes.VEC4F);
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List<ShaderAttribute> types = Arrays.asList(new ShaderAttribute[]{
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@ -97,7 +97,7 @@ public class HomogenousInstanceData implements InstanceData {
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attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 4));
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} break;
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case MAT4D: {
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attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 4));
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attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 8));
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} break;
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}
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if(shaderAttribute.isSingleIndex()){
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@ -120,7 +120,7 @@ public class HomogenousInstancedArray {
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return capacity * 4 * 4 * 4;
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}
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case MAT4D: {
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return capacity * 4 * 4 * 4;
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return capacity * 4 * 4 * 8;
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}
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}
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return 0;
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@ -113,7 +113,7 @@ public class HomogenousUniformBuffer {
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return capacity * 4 * 4 * 4;
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}
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case MAT4D: {
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return capacity * 4 * 4 * 4;
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return capacity * 4 * 4 * 8;
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}
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}
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return 0;
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@ -150,7 +150,7 @@ public class HomogenousUniformBuffer {
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return 4 * 4 * 4;
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}
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case MAT4D: {
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return 4 * 4 * 4;
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return 4 * 4 * 8;
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}
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}
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return 0;
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