Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file.
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3 changed files with 5 additions and 5 deletions
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@ -571,7 +571,7 @@ public:
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// Create device local target buffers
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// Create device local target buffers
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// Vertex buffer
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// Vertex buffer
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vulkanDevice->createBuffer(
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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meshBuffer->vertices.size,
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meshBuffer->vertices.size,
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&meshBuffer->vertices.buf,
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&meshBuffer->vertices.buf,
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@ -579,7 +579,7 @@ public:
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// Index buffer
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// Index buffer
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vulkanDevice->createBuffer(
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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meshBuffer->indices.size,
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meshBuffer->indices.size,
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&meshBuffer->indices.buf,
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&meshBuffer->indices.buf,
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@ -14,11 +14,11 @@ layout (location = 0) out vec4 outFragColor;
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float hash33(vec3 p3)
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float hash33(vec3 p3)
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{
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{
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p3 = fract(p3 * HASHSCALE3);
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p3 = fract(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+19.19);
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p3 += dot(p3, p3.yxz+vec3(19.19));
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return fract(vec3((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x));
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return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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}
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float starField(vec3 pos)
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vec3 starField(vec3 pos)
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{
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{
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vec3 color = vec3(0.0);
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vec3 color = vec3(0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float threshhold = (1.0 - STARFREQUENCY);
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