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Shaders: don't fetch from an UBO if not needed for TBN visualization.

pull/539/head
Vladimír Vondruš 4 years ago
parent
commit
b13c02649f
  1. 2
      src/Magnum/Shaders/MeshVisualizer.vert

2
src/Magnum/Shaders/MeshVisualizer.vert

@ -433,7 +433,9 @@ void main() {
mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
lowp float colorMapOffset = materials[materialId].material_colorMapOffset; lowp float colorMapOffset = materials[materialId].material_colorMapOffset;
lowp float colorMapScale = materials[materialId].material_colorMapScale; lowp float colorMapScale = materials[materialId].material_colorMapScale;
#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)
highp float lineLength = materials[materialId].material_lineLength; highp float lineLength = materials[materialId].material_lineLength;
#endif
#ifdef TEXTURE_TRANSFORMATION #ifdef TEXTURE_TRANSFORMATION
mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0); mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0);
#ifdef TEXTURE_ARRAYS #ifdef TEXTURE_ARRAYS

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