Moved glsl shaders

This commit is contained in:
Sascha Willems 2020-06-05 21:28:47 +02:00
parent df8f3b18f9
commit 225106860a

View file

@ -862,8 +862,8 @@ void VulkanExample::preparePipelines()
vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data(); vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = { const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
loadShader(getShadersPath() + "shaders/gltfskinning/skinnedmodel.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), loadShader(getShadersPath() + "gltfskinning/skinnedmodel.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getShadersPath() + "shaders/gltfskinning/skinnedmodel.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT) loadShader(getShadersPath() + "gltfskinning/skinnedmodel.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
}; };
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);