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

@ -23,7 +23,7 @@ layout(set = 1, binding = B_VERTICES) readonly buffer _VertexBuf {float vertices
layout(set = 1, binding = B_INDICES) readonly buffer _Indices {uint indices[];};
layout(set = 1, binding = B_NORMALS) readonly buffer _NormalBuf {float normals[];};
layout(set = 1, binding = B_TEXCOORDS) readonly buffer _TexCoordBuf {float texcoord0[];};
layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfMaterial materials[];};
layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfShadeMaterial materials[];};
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
@ -107,8 +107,8 @@ void main()
// https://en.wikipedia.org/wiki/Path_tracing
// Material of the object
GltfMaterial mat = materials[nonuniformEXT(matIndex)];
vec3 emittance = mat.emissiveFactor;
GltfShadeMaterial mat = materials[nonuniformEXT(matIndex)];
vec3 emittance = mat.emissiveFactor;
// Pick a random direction from here and keep going.
vec3 tangent, bitangent;