Fix interface mismatch between VS and GS in deferredshadows

GLSLang determines the content of the builtin block based on the shading
language version. In the case of 420 vs 450, the difference is whether
the gl_CullDistance member is present.

Vulkan requires that the builtin interface block be the same on both
sides of a shader interface not involving the fragment shader, so this
leads to undefined behavior. This is caught by recent versions of the
validation layers.

Fix the issue by using GLSL 450 for both shaders in the pipeline.
This commit is contained in:
Chris Forbes 2020-01-07 18:27:13 -08:00
parent 7a2dac7e30
commit 6c4b8727ef
2 changed files with 2 additions and 2 deletions

View file

@ -1,4 +1,4 @@
#version 420
#version 450
#define LIGHT_COUNT 3
@ -24,4 +24,4 @@ void main()
EmitVertex();
}
EndPrimitive();
}
}