pad ShaderConfig to a multiple of 16
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@ -65,7 +65,7 @@ struct
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float uFogDensity[34][4]; // float[34] 168 / 136
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u32 uFogOffset; // int 304 / 1
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u32 uFogShift; // int 305 / 1
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u32 _pad1[2]; // int 306 / 2
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} ShaderConfig;
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GLuint ShaderConfigUBO;
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@ -284,7 +284,8 @@ bool Init()
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glGenBuffers(1, &ShaderConfigUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
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glBufferData(GL_UNIFORM_BUFFER, (sizeof(ShaderConfig) + 15) & ~15, &ShaderConfig, GL_STATIC_DRAW);
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static_assert((sizeof(ShaderConfig) & 15) == 0);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO);
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