Working abit more now. Error with device extension thingy.
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@ -181,8 +181,8 @@ namespace SHADE
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// Initialize world render graph
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worldRenderGraph->Init(device, swapchain);
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worldRenderGraph->AddResource("Position", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Normals", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Position", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Normals", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Albedo", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Depth Buffer", { SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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worldRenderGraph->AddResource("Entity ID", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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@ -40,7 +40,7 @@ void main()
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// normal of fragment
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vec3 normalWorld = imageLoad(normals, globalThread).rgb;
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normalWorld = normalize (normalWorld);
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//normalWorld = normalize (normalWorld);
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vec3 fragColor = vec3 (0.0f);
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@ -59,7 +59,7 @@ void main()
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}
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// store result into result image
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(normalWorld, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(normalWorld, 1.0f));
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}
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@ -44,6 +44,7 @@ void main()
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Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
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Out.uv = aUV;
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Out.normal.rgb = mat3 (transpose (inverse (worldTransform))) * aNormal.rgb;
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Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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