mirror of https://github.com/bkaradzic/bgfx
Reversed instance data bindings. Issue #309.
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@ -2,8 +2,8 @@ vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
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vec3 a_position : POSITION;
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vec4 a_color0 : COLOR0;
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vec4 i_data0 : TEXCOORD3;
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vec4 i_data1 : TEXCOORD4;
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vec4 i_data0 : TEXCOORD7;
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vec4 i_data1 : TEXCOORD6;
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vec4 i_data2 : TEXCOORD5;
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vec4 i_data3 : TEXCOORD6;
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vec4 i_data4 : TEXCOORD7;
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vec4 i_data3 : TEXCOORD4;
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vec4 i_data4 : TEXCOORD3;
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@ -9,7 +9,7 @@ vec3 a_position : POSITION;
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vec4 a_normal : NORMAL;
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vec4 a_tangent : TANGENT;
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vec2 a_texcoord0 : TEXCOORD0;
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vec4 i_data0 : TEXCOORD4;
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vec4 i_data1 : TEXCOORD5;
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vec4 i_data2 : TEXCOORD6;
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vec4 i_data3 : TEXCOORD7;
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vec4 i_data0 : TEXCOORD7;
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vec4 i_data1 : TEXCOORD6;
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vec4 i_data2 : TEXCOORD5;
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vec4 i_data3 : TEXCOORD4;
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@ -8,8 +8,3 @@ vec3 a_position : POSITION;
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vec4 a_normal : NORMAL;
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vec4 a_color0 : COLOR0;
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vec2 a_texcoord0 : TEXCOORD0;
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vec4 i_data0 : TEXCOORD3;
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vec4 i_data1 : TEXCOORD4;
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vec4 i_data2 : TEXCOORD5;
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vec4 i_data3 : TEXCOORD6;
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vec4 i_data4 : TEXCOORD7;
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@ -11,7 +11,3 @@ vec4 a_normal : NORMAL;
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vec4 a_tangent : TANGENT;
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vec2 a_texcoord0 : TEXCOORD0;
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vec4 a_color0 : COLOR0;
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vec4 i_data0 : TEXCOORD4;
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vec4 i_data1 : TEXCOORD5;
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vec4 i_data2 : TEXCOORD6;
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vec4 i_data3 : TEXCOORD7;
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@ -1,4 +1,4 @@
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vec2 a_position : POSITION;
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vec4 i_data3 : TEXCOORD7;
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vec4 i_data0 : TEXCOORD7;
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vec3 v_texCoord : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
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@ -1,4 +1,4 @@
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$input a_position, i_data3
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$input a_position, i_data0
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$output v_texCoord
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/*
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@ -11,13 +11,13 @@ $output v_texCoord
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void main()
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{
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vec3 eye = mul(u_view, vec4(i_data3.xyz, 1.0) ).xyz;
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vec3 eye = mul(u_view, vec4(i_data0.xyz, 1.0) ).xyz;
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vec3 up = normalize(cross(eye, vec3(1.0, 0.0, 0.0) ) );
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vec3 right = normalize(cross(up, eye));
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float size = u_particleSize;
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vec3 position = eye + size * right * a_position.x + size * up * a_position.y;
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v_texCoord.xy = a_position;
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v_texCoord.z = i_data3.w;
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v_texCoord.z = i_data0.w;
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gl_Position = mul(u_proj, vec4(position, 1.0) );
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}
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@ -1600,7 +1600,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
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{
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uint32_t index = 8-_numInstanceData+ii;
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uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
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uint32_t jj;
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D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
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@ -1970,7 +1970,7 @@ namespace bgfx { namespace d3d9
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for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
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{
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memcpy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
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elem->UsageIndex = uint8_t(8-_numInstanceData+ii);
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elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
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elem->Offset = ii*16;
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++elem;
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}
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