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When sending a quaternion to a GLSL shader as a vec4, the Mathter fields (w,x,y,z) will map to (x,y,z,w) in GLSL which is unfortunate.
This is also a potential issue of bugs when importing quaternions from file formats that store quaternions in (x,y,z,w) order such as GLTF.
Would you consider changing the layout to put w last in the class layout?
The text was updated successfully, but these errors were encountered:
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When sending a quaternion to a GLSL shader as a vec4, the Mathter fields (w,x,y,z) will map to (x,y,z,w) in GLSL which is unfortunate.
This is also a potential issue of bugs when importing quaternions from file formats that store quaternions in (x,y,z,w) order such as GLTF.
Would you consider changing the layout to put w last in the class layout?
The text was updated successfully, but these errors were encountered: