Moved shader into properly named sub folder

This commit is contained in:
saschawillems 2018-02-24 10:36:38 +01:00
parent 037238607a
commit 8b36ac5f76
10 changed files with 5 additions and 10 deletions

View file

@ -1,6 +0,0 @@
glslangvalidator -V reflect.vert -o reflect.vert.spv
glslangvalidator -V reflect.frag -o reflect.frag.spv
glslangvalidator -V skybox.vert -o skybox.vert.spv
glslangvalidator -V skybox.frag -o skybox.frag.spv

View file

@ -610,8 +610,6 @@ public:
// Skybox pipeline (background cube) // Skybox pipeline (background cube)
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages; std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/cubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/cubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo = VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo( vks::initializers::pipelineCreateInfo(
@ -630,11 +628,14 @@ public:
pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data(); pipelineCreateInfo.pStages = shaderStages.data();
// Skybox pipeline (background cube)
shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox)); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
// Cube map reflect pipeline // Cube map reflect pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/cubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/cubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable depth test and write // Enable depth test and write
depthStencilState.depthWriteEnable = VK_TRUE; depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthTestEnable = VK_TRUE; depthStencilState.depthTestEnable = VK_TRUE;