I have the following uniform buffer:
layout(std140) uniform Light
{
vec4 AmbientLight;
vec4 LightIntensity;
vec3 LightPosition;
float LightAttenuation;
};
I have some issues when buffering the data and the padding I need to add. I have read the http://ptgmedia.pearsoncmg.com/images/9780321552624/downloads/0321552628_AppL.pdf which says I have to add an extra 4 bytes at the end of the vec3 for padding - so I will upload a total of 13 bytes for 'Light'. When I do that however, 'LightAttenuation' gets the value I padded on 'LightPosition', rather than one byte ahead, so I get the correct values in the shader when I do NOT pad. Why is this?