Matt Turner <matts...@gmail.com> writes: > On Fri, Mar 20, 2015 at 7:11 AM, Francisco Jerez <curroje...@riseup.net> > wrote: >> This seemed to be trying to deduce the number of uniform vector >> components from the parameter swizzle, but the algorithm would always >> give 4 as result. Instead grab the correct number of components from >> the GLSL type. >> --- > > Functionally, what does this affect? Are we now packing uniforms more > efficiently or something?
Yeah, mostly for fixed function stuff. It should prevent some built-in uniforms from taking up a full vec4 of constants even though they only need less components.
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