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@@ -2184,10 +2184,15 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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Transform2D v = value;
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GLfloat *gui = (GLfloat *)data;
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+ //in std140 members of mat2 are treated as vec4s
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gui[0] = v.elements[0][0];
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gui[1] = v.elements[0][1];
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- gui[2] = v.elements[1][0];
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- gui[3] = v.elements[1][1];
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+ gui[2] = 0;
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+ gui[3] = 0;
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+ gui[4] = v.elements[1][0];
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+ gui[5] = v.elements[1][1];
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+ gui[6] = 0;
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+ gui[7] = 0;
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} break;
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case ShaderLanguage::TYPE_MAT3: {
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@@ -2362,9 +2367,15 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type,
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case ShaderLanguage::TYPE_MAT2: {
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GLfloat *gui = (GLfloat *)data;
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- for (int i = 0; i < 2; i++) {
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- gui[i] = value[i].real;
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- }
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+ //in std140 members of mat2 are treated as vec4s
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+ gui[0] = value[0].real;
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+ gui[1] = value[1].real;
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+ gui[2] = 0;
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+ gui[3] = 0;
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+ gui[4] = value[2].real;
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+ gui[5] = value[3].real;
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+ gui[6] = 0;
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+ gui[7] = 0;
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} break;
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case ShaderLanguage::TYPE_MAT3: {
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@@ -2418,11 +2429,14 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
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case ShaderLanguage::TYPE_BVEC4:
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case ShaderLanguage::TYPE_IVEC4:
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case ShaderLanguage::TYPE_UVEC4:
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- case ShaderLanguage::TYPE_VEC4:
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- case ShaderLanguage::TYPE_MAT2: {
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+ case ShaderLanguage::TYPE_VEC4: {
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zeromem(data, 16);
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} break;
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+ case ShaderLanguage::TYPE_MAT2: {
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+
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+ zeromem(data, 32);
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+ } break;
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case ShaderLanguage::TYPE_MAT3: {
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zeromem(data, 48);
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