Enabled shader clip distance feature (validation)

Regenerated shaders with current glslang compiler
This commit is contained in:
Sascha Willems 2019-04-01 20:45:42 +02:00
parent 7e84566a3d
commit cd3ef3e713
10 changed files with 2 additions and 16 deletions

View file

@ -12,11 +12,6 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;

View file

@ -16,12 +16,6 @@ layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
float gl_ClipDistance[];
};
void main()
{
outNormal = inNormal;

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@ -11,11 +11,6 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;

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@ -115,6 +115,8 @@ public:
timerSpeed *= 0.25f;
title = "Offscreen rendering";
settings.overlay = true;
// The scene shader uses a clipping plane, so this feature has to be enabled
enabledFeatures.shaderClipDistance = VK_TRUE;
}
~VulkanExample()