diff --git a/renderer/shaders/gpu_particles.wgsl b/renderer/shaders/gpu_particles.wgsl index eb094f3..e30ee48 100644 --- a/renderer/shaders/gpu_particles.wgsl +++ b/renderer/shaders/gpu_particles.wgsl @@ -73,7 +73,7 @@ struct TriAttr { n0: vec4, n1: vec4, n2: vec4, uv: vec4, t: @group(0) @binding(9) var spawns: array>; @group(0) @binding(10) var grid: array; -const OBJECT_STRIDE: u32 = 3u; // scene.rs OBJECT_STRIDE (particles' objects; no instance colours with them) +const OBJECT_STRIDE: u32 = 3u; // scene.rs `object_stride`: gpu.rs writes 4 here in a scene with instance colours fn pcg(v: u32) -> u32 { let s = v * 747796405u + 2891336453u; diff --git a/renderer/shaders/particles.wgsl b/renderer/shaders/particles.wgsl index c2e431e..8c2e10d 100644 --- a/renderer/shaders/particles.wgsl +++ b/renderer/shaders/particles.wgsl @@ -60,7 +60,7 @@ struct System { a: vec4, b: vec4, c: vec4, p: array, 8> // The translucent particles' BLAS input (gpu.rs `Translucent`). @group(0) @binding(8) var tblas: array; -const OBJECT_STRIDE: u32 = 3u; // scene.rs OBJECT_STRIDE +const OBJECT_STRIDE: u32 = 3u; // scene.rs `object_stride`: gpu.rs writes 4 here in a scene with instance colours fn pcg(v: u32) -> u32 { let s = v * 747796405u + 2891336453u; diff --git a/renderer/src/scene.rs b/renderer/src/scene.rs index 11b0862..71e2cec 100644 --- a/renderer/src/scene.rs +++ b/renderer/src/scene.rs @@ -1101,7 +1101,7 @@ pub fn build(w: &World, assets: &Path, presets_dir: &Path, overrides: Option<&se // Instanced objects' shared meshes by (geometry, GPU material); their flattened instances' triangle ranges. let mut inst_mesh_of: HashMap<(u32, u32), u32> = HashMap::new(); let mut tri_instances: Vec<(u32, u32, u32)> = vec![]; - // Instance colours anywhere: object entries of 4 vec4s, and the kernel's F_TINT (gpu.rs `tinted_source`). + // Instance colours anywhere: object entries of 4 vec4s, and the kernel's F_TINT. let tinted = w.instanced.iter().any(|(id, t)| t.colors.is_some() && w.shown(*id) && matches!(w.objects.get(id).map(|o| &o.kind), Some(Kind::Instanced { .. }))); let stride = object_stride(tinted); for id in &order {