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

@ -21,7 +21,7 @@ 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
@ -121,7 +121,7 @@ void main()
}
// Material of the object
GltfMaterial mat = materials[nonuniformEXT(matIndex)];
GltfShadeMaterial mat = materials[nonuniformEXT(matIndex)];
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, world_normal);