Shader files path
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1 changed files with 3 additions and 3 deletions
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@ -503,8 +503,8 @@ public:
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pipelineCreateInfo.pStages = shaderStages.data();
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// Indirect (and instanced) pipeline for the plants
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shaderStages[0] = loadShader(getAssetPath() + "shaders/indirectdraw/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/indirectdraw/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.plants));
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}
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@ -742,7 +742,7 @@ public:
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// Create pipeline
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VkComputePipelineCreateInfo computePipelineCreateInfo = vkTools::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
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computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/indirectdraw/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computecullandlod/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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// Use specialization constants to pass max. level of detail (determined by no. of meshes)
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VkSpecializationMapEntry specializationEntry{};
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