location seems to be needed in shaders

This commit is contained in:
Brandon Thomas committed 2020-08-15 15:36:41 -04:00
1 parent cad9d76da6
commit cf0ee7a543
1 file changed
+8 -4
+8 -4
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@@ -62,12 +62,10 @@ pub static POINT_CLOUD_VERTEX_SHADER : &'static str = "\
#version 430
// NB: It appears that locations need to be wide enough apart, or the colors bleed across locations.
//layout(location=0) in vec4 inColor0;
//layout(location=10) in vec4 inColor1;
layout(location=0) in vec4 inColor0;
layout(location=10) in vec4 inColor1;
//in vec4 inColor0;
//in vec4 inColor1;
layout(location=10) in vec4 inColor0;
layout(location=0) in vec4 inColor1;
out vec4 vertexColor;
@@ -641,6 +639,9 @@ impl PointCloudRenderer {
//gl::ActiveTexture(gl::TEXTURE0 + i as GLuint + 2);
//gl::ActiveTexture(gl::TEXTURE0);
//
// THIS IS THE POINT CLOUD
//
gl::BindTexture(gl::TEXTURE_2D, point_cloud_texture.id());
gl::BindImageTexture(
// https://www.khronos.org/opengl/wiki/Sampler_(GLSL) ?
@@ -711,6 +712,9 @@ impl PointCloudRenderer {
// 1 - j // secondary camera first
// };
//
// THIS IS THE COLOR IMAGE
//
let vertex_array_object = self.vertex_array_objects.get(i).unwrap();
let vertex_array_size_bytes = self.vertex_arrays_size_bytes.get(i).unwrap();