* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
10 lines
750 B
GLSL
10 lines
750 B
GLSL
// Data the host uploads for the GPU wand / projectile system: cast requests, shot nodes and specs (also appended to by the GPU).
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layout(std430, set = 0, binding = 35) buffer FxHost { // written by the host: cast requests, shot nodes and specs
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ivec4 hhead; // x, y: number of requests in list 0 / 1
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vec4 hcast[1024]; // 2 lists x 256 requests x 2 vec4: (x, y, dir x, dir y), (node or -boom-1, team, seed, flags)
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vec4 hnodes[8192]; // 2048 nodes x 4 vec4
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ivec4 hspecs[16384]; // 4096 specs x 4 ivec4
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ivec4 hcollision; // x: compact collision target count, rebuilt on the GPU before flight
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int htargets[4096]; // ascending entity slots; preserves first-hit ordering
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};
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