From f1a7e66de13a44f0e68d18fd5c50e7408ab07476 Mon Sep 17 00:00:00 2001 From: saschawillems Date: Sun, 16 Sep 2018 21:39:31 +0200 Subject: [PATCH] Removed fragment shader from shadow map generation pipeline --- data/shaders/deferredshadows/shadow.frag | 11 ----------- data/shaders/deferredshadows/shadow.frag.spv | Bin 528 -> 0 bytes examples/deferredshadows/deferredshadows.cpp | 5 ++--- 3 files changed, 2 insertions(+), 14 deletions(-) delete mode 100644 data/shaders/deferredshadows/shadow.frag delete mode 100644 data/shaders/deferredshadows/shadow.frag.spv diff --git a/data/shaders/deferredshadows/shadow.frag b/data/shaders/deferredshadows/shadow.frag deleted file mode 100644 index c1ff92b2..00000000 --- a/data/shaders/deferredshadows/shadow.frag +++ /dev/null @@ -1,11 +0,0 @@ -#version 450 - -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_420pack : enable - -layout(location = 0) out float fragmentdepth; - -void main() -{ - fragmentdepth = gl_FragCoord.z; -} \ No newline at end of file diff --git a/data/shaders/deferredshadows/shadow.frag.spv b/data/shaders/deferredshadows/shadow.frag.spv deleted file mode 100644 index b5fdaaef07b6b79a62ce1945e0c5aa7613d597a8..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 528 zcmY*V%SyvQ6umY{A6EN7tUF0@DU>2r1W~Ah*<__3Fie|qT5Xe%j6djCxhZ(g*o96w zxpU5(`aACvSoozyOy%&w<&^d#^`div6m5RusGbzkMUj%ieF5wp)|C%#>~gPM!1Eje5q>Q&ChIs3gdy|C|JioIautoM2+k zJoeLz-;c0wLW@1Z{oTZCcgW{mS(7hx2HruWpL53eA0qPIsMAl*e$-CEj}T*k>vGSJ xvF9Aj?;+C5nm4!^b=Kx$&u=IZ;v9c^c@NfSje9tmHvp(VAcM1#?@;v?_yH>6FsuLo diff --git a/examples/deferredshadows/deferredshadows.cpp b/examples/deferredshadows/deferredshadows.cpp index aa9801a6..9bc27c25 100644 --- a/examples/deferredshadows/deferredshadows.cpp +++ b/examples/deferredshadows/deferredshadows.cpp @@ -962,10 +962,9 @@ public: // Shadow mapping pipeline // The shadow mapping pipeline uses geometry shader instancing (invocations layout modifier) to output // shadow maps for multiple lights sources into the different shadow map layers in one single render pass - std::array shadowStages; + std::array shadowStages; shadowStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); - shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); - shadowStages[2] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT); + shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT); pipelineCreateInfo.pStages = shadowStages.data(); pipelineCreateInfo.stageCount = static_cast(shadowStages.size());