Use ssbo/vertex pulling for lighting cap shader
Not yet sure whether the colour vector is correctly input into the ssbo
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@@ -54,7 +54,7 @@ preloadRender = do
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glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo
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ishapessbo <- mglCreate glCreateBuffers
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let ishapessbosize = fromIntegral (sizeOf (0::GLushort) * 65536)
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let ishapessbosize = fromIntegral (sizeOf (0::GLuint) * 65536)
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glNamedBufferStorage ishapessbo ishapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 4 ishapessbo
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