Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation.
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3 changed files with 7 additions and 0 deletions
6
data/shaders/indirectdraw/generate-spirv.bat
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6
data/shaders/indirectdraw/generate-spirv.bat
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@ -0,0 +1,6 @@
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glslangvalidator -V ground.vert -o ground.vert.spv
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glslangvalidator -V ground.frag -o ground.frag.spv
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glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
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glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
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glslangvalidator -V skysphere.vert -o skysphere.vert.spv
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glslangvalidator -V skysphere.frag -o skysphere.frag.spv
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@ -30,6 +30,7 @@ void main()
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{
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{
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outColor = inColor;
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outColor = inColor;
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outUV = inUV * 32.0;
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outUV = inUV * 32.0;
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outNormal = inNormal;
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vec4 pos = vec4(inPos.xyz, 1.0);
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vec4 pos = vec4(inPos.xyz, 1.0);
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