Fixed publish rendering errors and improved shiny highlight shaders #393
|
@ -3,7 +3,7 @@
|
||||||
#extension GL_ARB_shading_language_420pack : enable
|
#extension GL_ARB_shading_language_420pack : enable
|
||||||
#extension GL_EXT_nonuniform_qualifier : require
|
#extension GL_EXT_nonuniform_qualifier : require
|
||||||
|
|
||||||
layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
|
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
|
||||||
|
|
||||||
|
|
||||||
layout(location = 0) out vec4 fragColor;
|
layout(location = 0) out vec4 fragColor;
|
||||||
|
|
Binary file not shown.
|
@ -512,9 +512,9 @@ namespace SHADE
|
||||||
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
|
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
|
||||||
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
||||||
|
|
||||||
//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
|
static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
|
||||||
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
//auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||||
newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
|
newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
|
||||||
|
|
||||||
// draw a quad.
|
// draw a quad.
|
||||||
cmdBuffer->DrawArrays(4, 1, 0, 0);
|
cmdBuffer->DrawArrays(4, 1, 0, 0);
|
||||||
|
|
|
@ -21,7 +21,7 @@ namespace SHADE
|
||||||
|
|
||||||
void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
||||||
{
|
{
|
||||||
auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
|
pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
|
||||||
{
|
{
|
||||||
.shaderModules = {shaderModules.first, shaderModules.second},
|
.shaderModules = {shaderModules.first, shaderModules.second},
|
||||||
.predefinedDescSetLayouts = {}
|
.predefinedDescSetLayouts = {}
|
||||||
|
|
Loading…
Reference in New Issue