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ShaderUniforms: cleanup, put every "4-float" on a line for clarity
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1 changed files with 3 additions and 7 deletions
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@ -17,10 +17,8 @@ enum : uint64_t {
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DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
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};
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// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
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// Currently 512 bytes. Probably can't get to 256 (nVidia's UBO alignment).
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// Currently 480 bytes. Probably can't get to 256 (nVidia's UBO alignment, also common in other vendors).
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// Every line here is a 4-float.
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struct alignas(16) UB_VS_FS_Base {
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float proj[16];
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float proj_through[16];
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@ -37,14 +35,12 @@ struct alignas(16) UB_VS_FS_Base {
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uint32_t colorWriteMask; float mipBias;
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// Fragment data
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float fogColor[4]; // .w is unused
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float texEnvColor[3];
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uint32_t colorTestMask;
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float texEnvColor[3]; uint32_t colorTestMask;
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int alphaColorRef[4];
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float blendFixA[3]; float stencil;
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float blendFixB[3]; float rotation;
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float texClamp[4];
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float texClampOffset[2]; // .zw are unused
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float fogCoef[2];
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float texClampOffset[2]; float fogCoef[2];
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};
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static const char * const ub_baseStr =
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