Code cleanup

Fixes #657
This commit is contained in:
Sascha Willems 2020-01-24 09:16:52 +01:00
parent 8acc59a2e1
commit 652fc3ab00
9 changed files with 1 additions and 9 deletions

View file

@ -1,10 +1,8 @@
#version 450 #version 450
layout(location = 0) out vec4 color; layout(location = 0) out vec4 color;
//layout(location = 0) out float fragmentdepth;
void main() void main()
{ {
// fragmentdepth = gl_FragCoord.z;
color = vec4(1.0, 0.0, 0.0, 1.0); color = vec4(1.0, 0.0, 0.0, 1.0);
} }

View file

@ -60,7 +60,6 @@ void main()
vec3 V = normalize(inViewVec); vec3 V = normalize(inViewVec);
vec3 R = normalize(-reflect(L, N)); vec3 R = normalize(-reflect(L, N));
vec3 diffuse = max(dot(N, L), ambient) * inColor; vec3 diffuse = max(dot(N, L), ambient) * inColor;
// vec3 specular = pow(max(dot(R, V), 0.0), 50.0) * vec3(0.75);
outFragColor = vec4(diffuse * shadow, 1.0); outFragColor = vec4(diffuse * shadow, 1.0);

View file

@ -35,9 +35,6 @@
#endif #endif
#define SHADOWMAP_FILTER VK_FILTER_LINEAR #define SHADOWMAP_FILTER VK_FILTER_LINEAR
// Offscreen frame buffer properties
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
class VulkanExample : public VulkanExampleBase class VulkanExample : public VulkanExampleBase
{ {
public: public:
@ -240,8 +237,6 @@ public:
offscreenPass.width = SHADOWMAP_DIM; offscreenPass.width = SHADOWMAP_DIM;
offscreenPass.height = SHADOWMAP_DIM; offscreenPass.height = SHADOWMAP_DIM;
VkFormat fbColorFormat = FB_COLOR_FORMAT;
// For shadow mapping we only need a depth attachment // For shadow mapping we only need a depth attachment
VkImageCreateInfo image = vks::initializers::imageCreateInfo(); VkImageCreateInfo image = vks::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D; image.imageType = VK_IMAGE_TYPE_2D;
@ -656,7 +651,7 @@ public:
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.debug, &uniformBuffers.debug,
sizeof(uboVSscene))); sizeof(uboVSquad)));
// Offscreen vertex shader uniform buffer block // Offscreen vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_CHECK_RESULT(vulkanDevice->createBuffer(