Disable fragment shader when generating shadow map.
This fixes the following validation warning: fragment shader writes to output location 0 with no matching attachment
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4b47a1ccca
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1 changed files with 2 additions and 2 deletions
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@ -755,9 +755,9 @@ public:
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enablePCF = 1;
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enablePCF = 1;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
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// Offscreen pipeline
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// Offscreen pipeline (vertex shader only)
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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pipelineCreateInfo.stageCount = 1;
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// No blend attachment states (no color attachments used)
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// No blend attachment states (no color attachments used)
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colorBlendState.attachmentCount = 0;
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colorBlendState.attachmentCount = 0;
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// Cull front faces
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// Cull front faces
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