Shader files path

This commit is contained in:
saschawillems 2016-10-08 17:04:23 +02:00
parent 6a0340ff21
commit 46e56c68b9

View file

@ -503,8 +503,8 @@ public:
pipelineCreateInfo.pStages = shaderStages.data();
// Indirect (and instanced) pipeline for the plants
shaderStages[0] = loadShader(getAssetPath() + "shaders/indirectdraw/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/indirectdraw/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.plants));
}
@ -742,7 +742,7 @@ public:
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo = vkTools::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/indirectdraw/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computecullandlod/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
// Use specialization constants to pass max. level of detail (determined by no. of meshes)
VkSpecializationMapEntry specializationEntry{};