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@ -316,16 +316,18 @@ private:
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GLfloat dist_atten_scale;
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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// Not following that rule will cause problems on some AMD drivers.
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struct UniformData {
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// A vec4 color for each of the six tev stages
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GLvec4 const_color[6];
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GLvec4 tev_combiner_buffer_color;
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GLint alphatest_ref;
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GLfloat depth_scale;
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GLfloat depth_offset;
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alignas(16) GLvec3 lighting_global_ambient;
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LightSrc light_src[8];
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 tev_combiner_buffer_color;
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};
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static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
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