From 5b792b056dd6903b53795ef3ef4d5d0412cf538e Mon Sep 17 00:00:00 2001 From: Sascha Willems Date: Tue, 19 Mar 2024 21:17:36 +0100 Subject: [PATCH] Cleanup, fix comment typos --- examples/radialblur/radialblur.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/examples/radialblur/radialblur.cpp b/examples/radialblur/radialblur.cpp index f79ab93a..bf59b794 100644 --- a/examples/radialblur/radialblur.cpp +++ b/examples/radialblur/radialblur.cpp @@ -3,7 +3,7 @@ * * This samples shows how to implement a simple post-processing effect * -* Copyright (C) 2016-2023 Sascha Willems - www.saschawillems.de +* Copyright (C) 2016-2024 Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ @@ -420,7 +420,7 @@ public: setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), - // Binding 0: Fragment shader image sampler + // Binding 1: Fragment shader image sampler vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) }; descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast(setLayoutBindings.size())); @@ -448,7 +448,7 @@ public: std::vector writeDescriptorSets = { // Binding 0: Vertex shader uniform buffer vks::initializers::writeDescriptorSet(descriptorSets.radialBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.blurParams.descriptor), - // Binding 0: Fragment shader texture sampler + // Binding 1: Fragment shader texture sampler vks::initializers::writeDescriptorSet(descriptorSets.radialBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.descriptor), }; vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr); @@ -489,7 +489,7 @@ public: // Radial blur pipeline shaderStages[0] = loadShader(getShadersPath() + "radialblur/radialblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "radialblur/radialblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); - // Empty vertex input state + // Empty vertex input state (the vertex shader generates a screen covering triangle) VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); pipelineCI.pVertexInputState = &emptyInputState; pipelineCI.layout = pipelineLayouts.radialBlur;