Use vertex pulling for clouds
This commit is contained in:
@@ -1,7 +1,5 @@
|
||||
#version 450 core
|
||||
//struct PosColNorm { vec4 pos; vec4 norm;uint col; uint dummy; };
|
||||
struct PosColNorm { vec4 pos; uint norm;uint col; };
|
||||
// I don't know if the dummy is necessary
|
||||
struct PosColNorm { vec4 pos; uint norm; uint col; };
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
|
||||
layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
|
||||
@@ -12,7 +10,6 @@ void main() {
|
||||
vPos = data[indices[gl_VertexID]].pos;
|
||||
vCol = unpackUnorm4x8(data[indices[gl_VertexID]].col);
|
||||
vNorm = unpackSnorm4x8(data[indices[gl_VertexID]].norm);
|
||||
//vNorm = n *2 - vec4(1,1,1,1);
|
||||
gl_Position = theMat * vec4(vPos.xyz,1);
|
||||
}
|
||||
//layout (location = 0) in vec4 pos;
|
||||
|
||||
Reference in New Issue
Block a user