resume Assign instead of local2world and materialinstanceId in VertexInputStream
This commit is contained in:
@@ -42,10 +42,24 @@ constexpr const ShaderBufferSource SBS_CameraInfo=
|
||||
float znear,zfar;)"
|
||||
};
|
||||
|
||||
constexpr const char LocalToWorldStruct[]="LocalToWorld";
|
||||
constexpr const DescriptorSetType DST_LocalToWorld=DescriptorSetType::PerFrame;
|
||||
|
||||
constexpr const ShaderBufferSource SBS_LocalToWorld=
|
||||
{
|
||||
"LocalToWorldData",
|
||||
"l2w",
|
||||
|
||||
R"(
|
||||
mat4 mats[L2W_MAX_COUNT];
|
||||
)"
|
||||
};
|
||||
|
||||
// UBO必须严格指定数组的大小
|
||||
// SSBO则不需要,使用[]方式指定为动态大小数组
|
||||
|
||||
constexpr const char MaterialInstanceStruct[]="MaterialInstance";
|
||||
constexpr const DescriptorSetType DST_MaterialInstance=DescriptorSetType::PerMaterial;
|
||||
|
||||
constexpr const ShaderBufferSource SBS_MaterialInstance=
|
||||
{
|
||||
|
Reference in New Issue
Block a user