Enabled shader clip distance feature (validation)
Regenerated shaders with current glslang compiler
This commit is contained in:
parent
7e84566a3d
commit
cd3ef3e713
10 changed files with 2 additions and 16 deletions
Binary file not shown.
|
|
@ -12,11 +12,6 @@ layout (binding = 0) uniform UBO
|
||||||
layout (location = 0) out vec2 outUV;
|
layout (location = 0) out vec2 outUV;
|
||||||
layout (location = 1) out vec4 outPos;
|
layout (location = 1) out vec4 outPos;
|
||||||
|
|
||||||
out gl_PerVertex
|
|
||||||
{
|
|
||||||
vec4 gl_Position;
|
|
||||||
};
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
outUV = inUV;
|
outUV = inUV;
|
||||||
|
|
|
||||||
Binary file not shown.
Binary file not shown.
|
|
@ -16,12 +16,6 @@ layout (location = 1) out vec3 outColor;
|
||||||
layout (location = 2) out vec3 outEyePos;
|
layout (location = 2) out vec3 outEyePos;
|
||||||
layout (location = 3) out vec3 outLightVec;
|
layout (location = 3) out vec3 outLightVec;
|
||||||
|
|
||||||
out gl_PerVertex
|
|
||||||
{
|
|
||||||
vec4 gl_Position;
|
|
||||||
float gl_ClipDistance[];
|
|
||||||
};
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
outNormal = inNormal;
|
outNormal = inNormal;
|
||||||
|
|
|
||||||
Binary file not shown.
Binary file not shown.
|
|
@ -11,11 +11,6 @@ layout (binding = 0) uniform UBO
|
||||||
|
|
||||||
layout (location = 0) out vec2 outUV;
|
layout (location = 0) out vec2 outUV;
|
||||||
|
|
||||||
out gl_PerVertex
|
|
||||||
{
|
|
||||||
vec4 gl_Position;
|
|
||||||
};
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
outUV = inUV;
|
outUV = inUV;
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -115,6 +115,8 @@ public:
|
||||||
timerSpeed *= 0.25f;
|
timerSpeed *= 0.25f;
|
||||||
title = "Offscreen rendering";
|
title = "Offscreen rendering";
|
||||||
settings.overlay = true;
|
settings.overlay = true;
|
||||||
|
// The scene shader uses a clipping plane, so this feature has to be enabled
|
||||||
|
enabledFeatures.shaderClipDistance = VK_TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
~VulkanExample()
|
~VulkanExample()
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue