Add missing inverseModelView UBO to fix hdr sample
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10 changed files with 40 additions and 35 deletions
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@ -34,7 +34,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
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| gears | ☑ | ☑ | ☑ | ☑
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| geometryshader | ☑ | ☑ | ☑ | ☑
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| gltfscene | - | - | ☑ | ☑
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| hdr | ☑ | ❌ | ☑ | ❌
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| hdr | ☑ | ❌ | ☑ | ☑
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| imgui | ☑ | ☑ | ☑ | ☑
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| indirectdraw | ☑ | ☑ | ☑ | ☑
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| inlineuniformblocks | ☑ | ☑ | ☑ | ☑
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@ -2,12 +2,17 @@
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layout (binding = 1) uniform samplerCube samplerEnvMap;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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mat4 inverseModelview;
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} ubo;
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layout (location = 0) in vec3 inUVW;
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layout (location = 1) in vec3 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in mat4 inInvModelView;
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layout (location = 0) out vec4 outColor0;
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layout (location = 1) out vec4 outColor1;
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@ -17,37 +22,37 @@ layout (constant_id = 0) const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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layout (binding = 2) uniform UBO {
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layout (binding = 2) uniform Exposure {
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float exposure;
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} ubo;
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} exposure;
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void main()
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void main()
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{
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vec4 color;
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vec3 wcNormal;
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switch (type) {
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case 0: // Skybox
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case 0: // Skybox
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{
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vec3 normal = normalize(inUVW);
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color = texture(samplerEnvMap, normal);
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}
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break;
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case 1: // Reflect
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
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vec3 normal = normalize(inNormal);
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vec3 wNormal = mat3(inInvModelView) * normal;
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vec3 wNormal = mat3(ubo.inverseModelview) * normal;
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float NdotL = max(dot(normal, inLightVec), 0.0);
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vec3 eyeDir = normalize(inViewVec);
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vec3 eyeDir = normalize(inViewVec);
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vec3 halfVec = normalize(inLightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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@ -61,27 +66,27 @@ void main()
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
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color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
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color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
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color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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case 2: // Refract
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{
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vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
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vec3 wNormal = mat3(inInvModelView) * inNormal;
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color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
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vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
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vec3 wNormal = mat3(ubo.inverseModelview) * inNormal;
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color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
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outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure.exposure);
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// Bright parts for bloom into attachment 1
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float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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@ -8,6 +8,7 @@ layout (constant_id = 0) const int type = 0;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 modelview;
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mat4 inverseModelview;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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@ -15,14 +16,13 @@ layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out mat4 outInvModelView;
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out gl_PerVertex
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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void main()
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{
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outUVW = inPos;
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@ -37,11 +37,9 @@ void main()
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break;
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}
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outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
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outNormal = mat3(ubo.modelview) * inNormal;
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outInvModelView = inverse(ubo.modelview);
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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@ -58,6 +58,7 @@ public:
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 modelview;
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glm::mat4 inverseModelview;
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} uboVS;
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struct UBOParams {
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@ -603,7 +604,7 @@ public:
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models.objects.push_back(model);
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}
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// Load HDR cube map
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textures.envmap.loadFromFile(getAssetPath() + "textures/hdr/uffizi_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
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textures.envmap.loadFromFile(getAssetPath() + "textures/hdr/uffizi_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
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}
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void setupDescriptorPool()
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@ -613,7 +614,7 @@ public:
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
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};
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uint32_t numDescriptorSets = 4;
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), numDescriptorSets);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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@ -621,12 +622,12 @@ public:
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
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VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
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vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayouts.models));
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@ -691,7 +692,7 @@ public:
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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// Bloom filter
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// Bloom filter
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allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.bloomFilter, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bloomFilter));
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@ -744,7 +745,7 @@ public:
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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@ -839,7 +840,7 @@ public:
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dir = 0;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[1]));
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// Object rendering pipelines
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// Object rendering pipelines
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rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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// Vertex bindings an attributes for model rendering
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@ -922,6 +923,7 @@ public:
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.modelview = camera.matrices.view;
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uboVS.inverseModelview = glm::inverse(camera.matrices.view);
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memcpy(uniformBuffers.matrices.mapped, &uboVS, sizeof(uboVS));
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}
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