Bump engine submodule and move samplers bindings to shaders.

This commit is contained in:
2022-12-31 13:42:22 +01:00
parent 6701c8dbb3
commit 2efdcdca64
6 changed files with 16 additions and 25 deletions

View File

@ -26,7 +26,7 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
uniform highp sampler2DArray u_texture_sampler;
layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
layout(location = 0) out vec4 o_color;

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@ -31,8 +31,8 @@ uniform float u_sea_phase;
#define u_up u_view[2].xyz
#define u_origin u_view[3].xyz
uniform highp sampler2DArray u_sea_polar_sampler;
uniform highp sampler2D u_sea_detail_sampler;
layout(binding=0) uniform highp sampler2DArray u_sea_polar_sampler;
layout(binding=1) uniform highp sampler2D u_sea_detail_sampler;
const float c_sea_radius = 637.1;
const float c_sea_radius_sq = c_sea_radius * c_sea_radius;

View File

@ -25,8 +25,8 @@ layout(location = 3) in vec3 i_translation; // per mesh, model space -> world sp
uniform mat4 u_view; // world space -> view space
uniform mat4 u_projection; // view space -> screen space
uniform highp sampler2D u_height_sampler;
uniform highp sampler2D u_normal_sampler;
layout(binding=1) uniform highp sampler2D u_height_sampler;
layout(binding=2) uniform highp sampler2D u_normal_sampler;
const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);

View File

@ -26,8 +26,8 @@ layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world sp
uniform mat4 u_view; // world space -> view space
uniform mat4 u_projection; // view space -> screen space
uniform highp sampler2D u_height_sampler;
uniform highp sampler2D u_normal_sampler;
layout(binding=1) uniform highp sampler2D u_height_sampler;
layout(binding=2) uniform highp sampler2D u_normal_sampler;
const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);