fixed compute shader and vulkanscene
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@ -180,7 +180,7 @@ Uses tessellation shaders to generate and displace geometry based on a displacem
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Attraction based particle system. A shader storage buffer is used to store particle data and updated by a compute shader. The buffer is then used by the graphics pipeline for rendering.
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<br><br>
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## (Compute shader) Image processing(computeshader/)
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## [(Compute shader) Image processing](computeshader/)
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<img src="./screenshots/compute_imageprocessing.png" height="96px" align="right">
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Demonstrates the use of a separate compute queue (and command buffer) to apply different convolution kernels on an input image.
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@ -193,7 +193,7 @@ Demonstrates the use of a separate compute queue (and command buffer) to apply d
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Renders the vertex normals of a complex mesh with the use of a geometry shader. The mesh is rendered solid first and the a geometry shader that generates lines from the face normals is used in the second pass.
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<br><br>
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## [Vulkan demo scene](vulkan/)
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## [Vulkan demo scene](vulkanscene/)
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<img src="./screenshots/vulkan_scene.png" height="96px" align="right">
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More of a playground than an actual example. Renders multiple meshes with different shaders (and pipelines) including a background.
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