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- fix shader timer not always being applied correctly
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parent
47f056e882
commit
47fa7dafe3
2 changed files with 4 additions and 6 deletions
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@ -325,7 +325,10 @@ void VkRenderState::ApplyStreamData()
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mStreamData.uVertexColor = mColor.vec;
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mStreamData.uVertexNormal = mNormal.vec;
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
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else
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mStreamData.timer = 0.0f;
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if (mGlowEnabled)
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{
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@ -507,9 +510,6 @@ void VkRenderState::ApplyMaterial()
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
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}
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
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mShaderTimer = mMaterial.mMaterial->tex->shaderspeed;
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mMaterial.mChanged = false;
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}
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}
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@ -87,8 +87,6 @@ protected:
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int mColorMask = 15;
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int mCullMode = 0;
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float mShaderTimer = 0.0f;
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MatricesUBO mMatrices = {};
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StreamData mStreamData = {};
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PushConstants mPushConstants = {};
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