fix particle shader datatype
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This commit is contained in:
austin 2024-12-24 17:15:21 -05:00
parent 3c43bca798
commit 9472a990b4
5 changed files with 7 additions and 7 deletions

View File

@ -10,7 +10,7 @@ Bind points for different SSBOs
A point light
*/
struct ParticleData {
mat4 model;
dmat4 model;
vec4 color;
vec4 texture;
};
@ -48,7 +48,7 @@ out vec4 instanceColor;
void main() {
ParticleData currentParticle = particleData[gl_InstanceID];
mat4 model = currentParticle.model;
mat4 model = mat4(currentParticle.model);
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);

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@ -96,7 +96,7 @@ public class ParticleService extends SignalServiceImpl {
boolean rVal = false;
switch(signal.getType()){
case RENDERING_ENGINE_READY: {
modelAttrib = new ShaderAttribute("model", HomogenousBufferTypes.MAT4F);
modelAttrib = new ShaderAttribute("model", HomogenousBufferTypes.MAT4D);
colorAttrib = new ShaderAttribute("color", HomogenousBufferTypes.VEC4F);
textureAttrib = new ShaderAttribute("texture", HomogenousBufferTypes.VEC4F);
List<ShaderAttribute> types = Arrays.asList(new ShaderAttribute[]{

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@ -97,7 +97,7 @@ public class HomogenousInstanceData implements InstanceData {
attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 4));
} break;
case MAT4D: {
attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 4));
attributeCpuBufferMap.put(shaderAttribute, BufferUtils.createFloatBuffer(capacity * 4 * 8));
} break;
}
if(shaderAttribute.isSingleIndex()){

View File

@ -120,7 +120,7 @@ public class HomogenousInstancedArray {
return capacity * 4 * 4 * 4;
}
case MAT4D: {
return capacity * 4 * 4 * 4;
return capacity * 4 * 4 * 8;
}
}
return 0;

View File

@ -113,7 +113,7 @@ public class HomogenousUniformBuffer {
return capacity * 4 * 4 * 4;
}
case MAT4D: {
return capacity * 4 * 4 * 4;
return capacity * 4 * 4 * 8;
}
}
return 0;
@ -150,7 +150,7 @@ public class HomogenousUniformBuffer {
return 4 * 4 * 4;
}
case MAT4D: {
return 4 * 4 * 4;
return 4 * 4 * 8;
}
}
return 0;