Enabled shader clip distance feature (validation)
Regenerated shaders with current glslang compiler
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7e84566a3d
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cd3ef3e713
10 changed files with 2 additions and 16 deletions
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@ -12,11 +12,6 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outPos;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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@ -16,12 +16,6 @@ layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_ClipDistance[];
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};
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void main()
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{
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outNormal = inNormal;
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@ -11,11 +11,6 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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@ -115,6 +115,8 @@ public:
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timerSpeed *= 0.25f;
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title = "Offscreen rendering";
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settings.overlay = true;
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// The scene shader uses a clipping plane, so this feature has to be enabled
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enabledFeatures.shaderClipDistance = VK_TRUE;
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}
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~VulkanExample()
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