Fixed publish rendering errors and improved shiny highlight shaders #393
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@ -3,7 +3,7 @@
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
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layout(location = 0) out vec4 fragColor;
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@ -512,9 +512,9 @@ namespace SHADE
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uint32_t h = static_cast<uint32_t>(resource->GetHeight());
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cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
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//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
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auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
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newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
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static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
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//auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
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newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
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// draw a quad.
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cmdBuffer->DrawArrays(4, 1, 0, 0);
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@ -21,7 +21,7 @@ namespace SHADE
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void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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{
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auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
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pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
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{
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.shaderModules = {shaderModules.first, shaderModules.second},
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.predefinedDescSetLayouts = {}
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