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a08261c620
This allows the use of an entity id to index into the entity data and fetch the transform and colormod data in the vertex shader, thus making instanced rendering possible. Non-world brush entities are still not rendered, but the world entity is using both the entity data buffer and entid buffer.
4 lines
63 B
C
4 lines
63 B
C
struct Entity {
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mat3x4 transform;
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vec4 color;
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};
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