Implement CAMERA_VISIBLE_LAYERS as built-in shader variable

This commit is contained in:
NumbuhFour 2022-10-12 19:33:06 -07:00
parent 015dc492de
commit 1b09fd5410
16 changed files with 40 additions and 10 deletions

View file

@ -129,7 +129,7 @@ layout(std140) uniform SceneData { // ubo:2
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
@ -142,7 +142,7 @@ layout(std140) uniform SceneData { // ubo:2
uint directional_light_count;
float z_far;
float z_near;
float pad;
float IBL_exposure_normalization;
bool fog_enabled;
float fog_density;
@ -151,6 +151,10 @@ layout(std140) uniform SceneData { // ubo:2
vec3 fog_light_color;
float fog_sun_scatter;
uint camera_visible_layers;
uint pad3;
uint pad4;
uint pad5;
}
scene_data;
@ -455,7 +459,7 @@ layout(std140) uniform SceneData { // ubo:2
mediump float ambient_color_sky_mix;
bool material_uv2_mode;
float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
@ -468,7 +472,7 @@ layout(std140) uniform SceneData { // ubo:2
uint directional_light_count;
float z_far;
float z_near;
float pad;
float IBL_exposure_normalization;
bool fog_enabled;
float fog_density;
@ -477,6 +481,10 @@ layout(std140) uniform SceneData { // ubo:2
vec3 fog_light_color;
float fog_sun_scatter;
uint camera_visible_layers;
uint pad3;
uint pad4;
uint pad5;
}
scene_data;