fix particle shader datatype
	
		
			
	
		
	
	
		
	
		
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				| @ -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); | ||||
|  | ||||
| @ -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[]{ | ||||
|  | ||||
| @ -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()){ | ||||
|  | ||||
| @ -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; | ||||
|  | ||||
| @ -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; | ||||
|  | ||||
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