fixed skinned models
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c20c8fe435
commit
261ac97a31
3 changed files with 4 additions and 4 deletions
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@ -45,7 +45,7 @@ vertex_shader [[
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#elif defined SKINNED
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layout(location = 4) in vec4 a_indices;
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layout(location = 5) in vec4 a_weights;
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layout(std140) uniform Bones {
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layout(std140, binding = 2) uniform Bones {
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mat4 u_bones[256];
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};
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#elif defined INSTANCED
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@ -48,7 +48,7 @@ const Shader::Program& Shader::getProgram(ShaderRenderData* rd, u32 defines)
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PROFILE_BLOCK("compile_shader");
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static const char* shader_code_prefix =
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R"#(#version 440
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layout (std140) uniform GlobalState {
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layout (std140, binding = 0) uniform GlobalState {
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mat4 u_shadow_view_projection;
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mat4 u_shadowmap_matrices[4];
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mat4 u_camera_projection;
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@ -64,7 +64,7 @@ const Shader::Program& Shader::getProgram(ShaderRenderData* rd, u32 defines)
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float u_time;
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ivec2 u_framebuffer_size;
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};
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layout (std140) uniform PassState {
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layout (std140, binding = 1) uniform PassState {
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mat4 u_pass_projection;
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mat4 u_pass_inv_projection;
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mat4 u_pass_view;
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@ -625,7 +625,7 @@ RayCastModelHit Terrain::castRay(const DVec3& origin, const Vec3& dir)
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hit.t = t;
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return hit;
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}
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if (next_x < next_z) {
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if (next_x < next_z && step_x != 0) {
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next_x += delta_x;
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hx += step_x;
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}
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