Uniform buffer#3335
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This is done in our code since OpenGL's driver support is rather lacking. Also I found the required extension naming `#extension GL_ARB_shading_language_include : require` rather annoying which comes which comes with other parsers, so I omitted it here. Furthermore my VSCode extension for glsl does not properly support includes whether they have it or not. Here I implemented includes for chunk data as an example. fixes #105 required for #3335
…ore clear how you are supposed to add your own uniform buffer mid-frame
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@codemob-dev as a heads-up for #3133: This changes how the matrices and positions are passed to the shader, it now uses a uniform buffer that's constant for the entire frame. |
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The ultimate goal here is to have one global UBO that basically contains all the stuff you may need in most shaders, this PR aims to start with player position and matrices.
progress towards #102 (this is important for Vulkan, since we cannot store everything in push constants)
What Pipeline changes are needed for Vulkan to recognize the bindings?Currently blocked since shaders don't compile for unrelated reasons