Moved shader into properly named sub folder
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037238607a
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8b36ac5f76
10 changed files with 5 additions and 10 deletions
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@ -1,6 +0,0 @@
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glslangvalidator -V reflect.vert -o reflect.vert.spv
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glslangvalidator -V reflect.frag -o reflect.frag.spv
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glslangvalidator -V skybox.vert -o skybox.vert.spv
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glslangvalidator -V skybox.frag -o skybox.frag.spv
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@ -610,8 +610,6 @@ public:
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// Skybox pipeline (background cube)
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// Skybox pipeline (background cube)
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std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
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std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/cubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/cubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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vks::initializers::pipelineCreateInfo(
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@ -630,11 +628,14 @@ public:
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.pStages = shaderStages.data();
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// Skybox pipeline (background cube)
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shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
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// Cube map reflect pipeline
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// Cube map reflect pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/cubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/cubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Enable depth test and write
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// Enable depth test and write
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depthStencilState.depthWriteEnable = VK_TRUE;
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depthStencilState.depthWriteEnable = VK_TRUE;
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depthStencilState.depthTestEnable = VK_TRUE;
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depthStencilState.depthTestEnable = VK_TRUE;
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