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The default D3D11 renderer seems to behave incorrectly when shaders have a second uniform block.
The values don't seem to remain constant, and seem to vary, causing visual errors to shaders that use the second uniform block.
Curiously this doesn't seem to happen with any of the other renderers, and I don't think my uniform block usage is outright incorrect. I haven't done any investigations into why this difference occurs yet.
The default D3D11 renderer seems to behave incorrectly when shaders have a second uniform block.
The values don't seem to remain constant, and seem to vary, causing visual errors to shaders that use the second uniform block.
Curiously this doesn't seem to happen with any of the other renderers, and I don't think my uniform block usage is outright incorrect. I haven't done any investigations into why this difference occurs yet.
Relevant sentakki code
DrawNode Shader Binding
Shader Uniform Block declaration
D3D
Borked.mp4
D3D experimental
Not.Borked.DX.EX.mp4
OpenGL
Not.borked.GL.mp4
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