Stereo rendering: Fix omni lights
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@ -70,21 +70,28 @@ enum SceneUniformLocation {
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SCENE_GLOBALS_UNIFORM_LOCATION,
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SCENE_DATA_UNIFORM_LOCATION,
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SCENE_MATERIAL_UNIFORM_LOCATION,
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SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
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SCENE_EMPTY1, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
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SCENE_OMNILIGHT_UNIFORM_LOCATION,
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SCENE_SPOTLIGHT_UNIFORM_LOCATION,
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SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
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SCENE_MULTIVIEW_UNIFORM_LOCATION,
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SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION,
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SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION,
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SCENE_EMPTY2, // Unused, put here to avoid conflicts with SKY_MULTIVIEW_UNIFORM_LOCATION.
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};
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enum SkyUniformLocation {
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SKY_TONEMAP_UNIFORM_LOCATION,
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SKY_GLOBALS_UNIFORM_LOCATION,
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SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
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SKY_EMPTY1, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
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SKY_MATERIAL_UNIFORM_LOCATION,
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SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
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SKY_EMPTY2, // Unused, put here to avoid conflicts with SCENE_OMNILIGHT_UNIFORM_LOCATION.
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SKY_EMPTY3, // Unused, put here to avoid conflicts with SCENE_SPOTLIGHT_UNIFORM_LOCATION.
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SKY_EMPTY4, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
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SKY_EMPTY5, // Unused, put here to avoid conflicts with SCENE_MULTIVIEW_UNIFORM_LOCATION.
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SKY_EMPTY6, // Unused, put here to avoid conflicts with SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION.
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SKY_EMPTY7, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION.
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SKY_MULTIVIEW_UNIFORM_LOCATION,
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};
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@ -116,7 +116,7 @@ uniform float z_far;
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uniform uint directional_light_count;
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#ifdef USE_MULTIVIEW
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layout(std140) uniform MultiviewData { // ubo:5
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layout(std140) uniform MultiviewData { // ubo:11
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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highp vec4 eye_offset[MAX_VIEWS];
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