diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index 8dda3ae2..d1b07233 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -71,7 +71,7 @@ void gl::glsl_common_setup() mat4 projection; mat4 inv_view; mat4 lightview[MAX_CASCADES]; - vec4 cascade_end; + vec3 cascade_end; float time; }; diff --git a/gl/ubo.h b/gl/ubo.h index 22aa2324..56ca593a 100644 --- a/gl/ubo.h +++ b/gl/ubo.h @@ -43,11 +43,11 @@ namespace gl glm::mat4 projection; glm::mat4 inv_view; glm::mat4 lightview[MAX_CASCADES]; - glm::vec4 cascade_end; + glm::vec3 cascade_end; float time; }; - static_assert(sizeof(scene_ubs) == 340, "bad size of ubs"); + static_assert(sizeof(scene_ubs) == 336, "bad size of ubs"); const size_t MAX_PARAMS = 3; @@ -63,7 +63,7 @@ namespace gl float fog_density; float alpha_mult; float shadow_tone; - UBS_PAD(4); + UBS_PAD(12); void set_modelview(const glm::mat4 &mv) { @@ -72,7 +72,7 @@ namespace gl } }; - static_assert(sizeof(model_ubs) == 200 + 16 * MAX_PARAMS, "bad size of ubs"); + static_assert(sizeof(model_ubs) == 208 + 16 * MAX_PARAMS, "bad size of ubs"); struct light_element_ubs { diff --git a/widgets/map.cpp b/widgets/map.cpp index cf0e2072..12190b8e 100644 --- a/widgets/map.cpp +++ b/widgets/map.cpp @@ -135,7 +135,7 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si glViewport(0, 0, surface_size.x, surface_size.y); scene_ubs.projection = transform; - scene_ubs.cascade_end = glm::vec4(0.5f, 0.5f, 0.5f, 0.0f); + scene_ubs.cascade_end = glm::vec3(0.5f, 0.5f, 0.5f); scene_ubo->update(scene_ubs); scene_ubo->bind_uniform(); @@ -145,22 +145,22 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end()); glLineWidth(1.5f); - scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f); + scene_ubs.cascade_end = glm::vec3(0.7f, 0.7f, 0.0f); scene_ubo->update(scene_ubs); gl33->Draw_Geometry(m_colored_paths.future.begin(), m_colored_paths.future.end()); glLineWidth(3.0f); - scene_ubs.cascade_end = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f); + scene_ubs.cascade_end = glm::vec3(0.0f, 1.0f, 0.0f); scene_ubo->update(scene_ubs); gl33->Draw_Geometry(m_colored_paths.switches.begin(), m_colored_paths.switches.end()); glLineWidth(1.5f); - scene_ubs.cascade_end = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f); + scene_ubs.cascade_end = glm::vec3(1.0f, 0.0f, 0.0f); scene_ubo->update(scene_ubs); gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end()); glLineWidth(4.0f); - scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f); + scene_ubs.cascade_end = glm::vec3(0.3f, 0.3f, 1.0f); scene_ubo->update(scene_ubs); gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());