Fixed pipeline default color blend state
Remember to switch winding back to CCW after rendering in world space
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@ -64,7 +64,7 @@ namespace SHADE
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vk::CullModeFlags cull_mode{ vk::CullModeFlagBits::eBack };
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//! CW or CCW
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vk::FrontFace frontFacingOrientation{ vk::FrontFace::eCounterClockwise };
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vk::FrontFace frontFacingOrientation{ vk::FrontFace::eClockwise };
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bool depthBias{ VK_FALSE };
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};
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@ -122,7 +122,7 @@ namespace SHADE
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bool depthWrite{ VK_TRUE };
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// Note: Using Reversed depth-buffer for increased precision, so Greater depth values are kept
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vk::CompareOp depthCompare{ vk::CompareOp::eGreater };
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vk::CompareOp depthCompare{ vk::CompareOp::eLess };
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bool depthBounds{ VK_FALSE };
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@ -135,11 +135,24 @@ namespace SHADE
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struct SHColorBlendState
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{
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VkBool32 logic_op_enable{ VK_TRUE };
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VkBool32 logic_op_enable{ VK_FALSE };
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vk::LogicOp logic_op{ VK_LOGIC_OP_COPY };
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std::vector<vk::PipelineColorBlendAttachmentState> attachments;
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std::vector<vk::PipelineColorBlendAttachmentState> attachments =
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{
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vk::PipelineColorBlendAttachmentState
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{
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.blendEnable = true,
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.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eOne,
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.dstAlphaBlendFactor = vk::BlendFactor::eZero,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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}
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};
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};
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// TODO: Specialization constants
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