Fixed Shader Instancing (with that particles and Text, aswell)
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8 changed files with 60 additions and 61 deletions
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@ -27,18 +27,16 @@ namespace SM2D.Shader
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Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
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Uniforms["HasVColor"]
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.SetUniform1(context.Mesh.Attributes["color"] != null);
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/*
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Uniforms.GetArray("Instances").Set((i, uniforms) =>
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UniformArray instances = Uniforms.GetArray("Instances");
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for (int i = 0; i < context.Instances.Count; i++)
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{
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if (i >= context.Instances.Count) return false;
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var shaderInstance = instances[i];
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var instance = context.Instances[i];
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uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
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uniforms["TextureOffset"].SetUniform2(instance.TexturePosition);
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uniforms["TextureScale"].SetUniform2(instance.TextureScale);
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return true;
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});*/
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shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
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shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
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shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
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}
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// Fragment Uniforms
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Uniforms["Tint"].SetUniform4(context.Material.Tint);
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