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Provide all uniforms to cull shaders
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d11a6e3b48
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@ -84,6 +84,7 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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.withResource(CULL_SHADER_MAIN))
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.postLink((key, program) -> {
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program.setUniformBlockBinding("_FlwFrameUniforms", Uniforms.FRAME_INDEX);
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program.setUniformBlockBinding("_FlwFogUniforms", Uniforms.FOG_INDEX);
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program.setUniformBlockBinding("_FlwOptionsUniforms", Uniforms.OPTIONS_INDEX);
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program.setUniformBlockBinding("_FlwPlayerUniforms", Uniforms.PLAYER_INDEX);
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program.setUniformBlockBinding("_FlwLevelUniforms", Uniforms.LEVEL_INDEX);
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@ -1,10 +1,7 @@
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#include "flywheel:internal/indirect/buffers.glsl"
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#include "flywheel:internal/indirect/model_descriptor.glsl"
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#include "flywheel:internal/indirect/object.glsl"
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#include "flywheel:internal/uniforms/frame.glsl"
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#include "flywheel:internal/uniforms/options.glsl"
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#include "flywheel:internal/uniforms/player.glsl"
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#include "flywheel:internal/uniforms/level.glsl"
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#include "flywheel:internal/uniforms/uniforms.glsl"
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#include "flywheel:util/matrix.glsl"
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layout(local_size_x = _FLW_SUBGROUP_SIZE) in;
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@ -1,9 +1,3 @@
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#include "flywheel:internal/uniforms/frame.glsl"
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// Fog doesn't seem like a valid thing to query during the cull pass. Other uniforms added in the
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// future may also be excluded, and we'll have to document each one.
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// #include "flywheel:internal/uniforms/fog.glsl"
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#include "flywheel:internal/uniforms/options.glsl"
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#include "flywheel:internal/uniforms/player.glsl"
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#include "flywheel:internal/uniforms/level.glsl"
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// Cull shaders may not need all uniforms, but it is
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// more consistent if we just provide all uniforms anyways.
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#include "flywheel:internal/uniforms/uniforms.glsl"
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