Using local Gltf structure

This commit is contained in:
mklefrancois 2020-12-14 17:11:22 +01:00
parent c9428a281e
commit 1abee6e84c
5 changed files with 29 additions and 40 deletions

View file

@ -28,7 +28,7 @@ layout(location = 4) in vec3 worldPos;
// Outgoing
layout(location = 0) out vec4 outColor;
// Buffers
layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfMaterial materials[]; };
layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfShadeMaterial materials[]; };
layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
// clang-format on
@ -37,7 +37,7 @@ layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
void main()
{
// Material of the object
GltfMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
GltfShadeMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
vec3 N = normalize(fragNormal);