remove layer usage to reduce vram consumption
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@@ -33,7 +33,7 @@ bool BlobMaterialShader::updateUniformData(
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Q_UNUSED(oldMaterial);
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auto* mat = static_cast<BlobMaterial*>(newMaterial);
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QByteArray* buf = state.uniformData();
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Q_ASSERT(buf->size() >= 1440);
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Q_ASSERT(buf->size() >= 1472);
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if (state.isMatrixDirty()) {
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const QMatrix4x4 m = state.combinedMatrix();
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@@ -56,7 +56,7 @@ bool BlobMaterialShader::updateUniformData(
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// Rect count (offset 88)
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memcpy(buf->data() + 88, &mat->m_rectCount, 4);
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// My index (offset 92)
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// My index (offset 92). -2 skips the ownership test in the shader.
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memcpy(buf->data() + 92, &mat->m_myIndex, 4);
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// Color as vec4 (offset 96, 16 bytes)
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@@ -100,5 +100,10 @@ bool BlobMaterialShader::updateUniformData(
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memcpy(buf->data() + base + 64, r.radius, 16);
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}
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// Shadow: after rectData, which ends at 1440. shadowColor is 16-byte aligned,
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// so it lands at 1456.
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memcpy(buf->data() + 1440, &mat->m_shadowRadius, 4);
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memcpy(buf->data() + 1456, mat->m_shadowColor, 16);
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return true;
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}
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