diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp index 35e407e3..0cbd6c33 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp @@ -214,10 +214,10 @@ namespace SHADE defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1 defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Normals at binding 2 defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Tangents at binding 3 - defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots) - defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8 - defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Instanced bone indices at index 9 - defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Instanced bone weights at index 10 + defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots) + defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8 + defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9 + defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10 } void SHGraphicsPredefinedData::Init(Handle logicalDevice) noexcept