Backlog/engine/graphics/shaders/sharedSsbo.glsl

26 lines
545 B
GLSL

struct ObjectData {
mat4 model;
uint textureId;
int animation; // this is the index offset of the first matrix in the animation finals buffer.
uint flags0;
// packed flags0 flags;
// [0,0]: alwaysInFront
// [1,1]: useAltCamera
uint pad1;
};
layout(std140, set = 1, binding = 0) readonly buffer ObjectBuffer{
ObjectData objects[];
} objectBuffer;
uint flag0_AlwaysInFront(uint flags)
{
return flags & 0x1;
}
uint flag0_useAltFov(uint flags)
{
return (flags >> 1) & 0x1;
}