fixed compute shader and vulkanscene

This commit is contained in:
Alex Gaines 2016-02-20 01:22:58 -05:00
parent cc6c40e9d5
commit 405643f158

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@ -180,7 +180,7 @@ Uses tessellation shaders to generate and displace geometry based on a displacem
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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## (Compute shader) Image processing(computeshader/)
## [(Compute shader) Image processing](computeshader/)
<img src="./screenshots/compute_imageprocessing.png" height="96px" align="right">
Demonstrates the use of a separate compute queue (and command buffer) to apply different convolution kernels on an input image.
@ -193,7 +193,7 @@ Demonstrates the use of a separate compute queue (and command buffer) to apply d
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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## [Vulkan demo scene](vulkan/)
## [Vulkan demo scene](vulkanscene/)
<img src="./screenshots/vulkan_scene.png" height="96px" align="right">
More of a playground than an actual example. Renders multiple meshes with different shaders (and pipelines) including a background.