Removed fragment shader from shadow map generation pipeline
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3 changed files with 2 additions and 14 deletions
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@ -1,11 +0,0 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout(location = 0) out float fragmentdepth;
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void main()
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{
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fragmentdepth = gl_FragCoord.z;
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}
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@ -962,10 +962,9 @@ public:
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// Shadow mapping pipeline
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// The shadow mapping pipeline uses geometry shader instancing (invocations layout modifier) to output
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// shadow maps for multiple lights sources into the different shadow map layers in one single render pass
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std::array<VkPipelineShaderStageCreateInfo, 3> shadowStages;
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std::array<VkPipelineShaderStageCreateInfo, 2> shadowStages;
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shadowStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shadowStages[2] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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pipelineCreateInfo.pStages = shadowStages.data();
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shadowStages.size());
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