switch(src.rel.type)
{
- case Shader::PARAMETER_ADDR: a = a0[component]; break;
- case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
- case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
- case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
- case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
+ case Shader::PARAMETER_ADDR: a = a0[component]; break;
+ case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
+ case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
+ case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
+ case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
+ case Shader::PARAMETER_MISCTYPE: a = As<Float4>(Int4(instanceID)); break;
default: ASSERT(false);
}