httpdigest
5029e15ec6
Fix typos
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http://its-not-its.info/
2020-01-12 12:56:16 +01:00
Chris Forbes
6c4b8727ef
Fix interface mismatch between VS and GS in deferredshadows
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GLSLang determines the content of the builtin block based on the shading
language version. In the case of 420 vs 450, the difference is whether
the gl_CullDistance member is present.
Vulkan requires that the builtin interface block be the same on both
sides of a shader interface not involving the fragment shader, so this
leads to undefined behavior. This is caught by recent versions of the
validation layers.
Fix the issue by using GLSL 450 for both shaders in the pipeline.
2020-01-07 18:27:13 -08:00
binary
6849c14ee4
Update ssao.frag
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Sorry,It should be spelled bias
2019-12-03 19:06:56 +08:00
binary
364c4695a9
Update ssao.frag
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samplePos.z bias can remove banding
2019-11-25 10:13:19 +08:00
Sascha Willems
e1e348ac7a
Merge branch 'master' of github.com:SaschaWillems/Vulkan
2019-10-27 17:53:51 +01:00
Sascha Willems
526ed2da0e
Simplified offscreen sample
2019-10-27 17:53:31 +01:00
Sascha Willems
eddd724e7c
Removed unused compute shader ubo members
2019-10-23 20:45:54 +02:00
Sascha Willems
958f0cb65e
Merge pull request #609 from chrisforbes/shader-recompile
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Recompile shaders with more modern glslang
2019-10-10 21:19:30 +02:00
Sascha Willems
36bf3dd31a
Removed remaining dds files
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All textures are now loaded from ktx
2019-09-06 19:18:15 +02:00
Chris Forbes
a05d90c221
Recompile shaders with more modern glslang
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The SPIRV previously checked in had various issues -- most commonly, it
would use the VertexId and InstanceId builtins rather than the
replacmenet VertexIndex and InstanceIndex builtins required by Vulkan.
2019-09-06 09:59:45 +01:00
Sascha Willems
2a5d7df56e
Merge pull request #585 from tntljc/master
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Fix some synchronization flaws
2019-06-22 10:00:09 +02:00
JC Liang
b575a1ff1a
Fix some synchronization flaws
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- shader: add barrier at the end of each iteration to avoid writing before the reading finished
- cpp: add synchronization between compute and graphics, the image barrier is not enough for the data visibility between different submission
modified: data/shaders/computenbody/particle_calculate.comp
modified: data/shaders/computenbody/particle_calculate.comp.spv
modified: examples/computenbody/computenbody.cpp
2019-06-17 19:31:00 +08:00
Sascha Willems
10a908d20f
Started work on descriptor indexing example
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Refs #583
2019-06-10 13:07:48 +02:00
Sascha Willems
b2add91d2c
Renamed compute shader ray tracing example
2019-05-11 12:41:46 +02:00
Sascha Willems
4b71da8049
Removed unused shader payload
2019-04-27 13:00:12 +02:00
Sascha Willems
8fdabb0019
Added VK_NV_ray_tracing reflections example
2019-04-27 11:05:29 +02:00
Sascha Willems
a1b21f6990
Added VK_NV_ray_tracing shadow casting example
2019-04-22 18:49:38 +02:00
Sascha Willems
85a13ec645
Color triangle using barycentric coordinates
2019-04-21 15:39:28 +02:00
Sascha Willems
b8b3fac9b4
Added basic VK_NV_ray_tracing example (wip)
2019-04-20 17:54:17 +02:00
Sascha Willems
bfdf821d31
Much improved cube map visualization
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Now displays all six cube map faces as a single cross
2019-04-15 21:30:57 +02:00
Sascha Willems
a3c2f42859
Reworked texture array sample, code cleanup. refactoring
2019-04-13 13:38:17 +02:00
Sascha Willems
cd3ef3e713
Enabled shader clip distance feature (validation)
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Regenerated shaders with current glslang compiler
2019-04-01 20:45:42 +02:00
Sascha Willems
8afe8d825d
Cleanup, code comments
2019-03-29 08:07:20 +01:00
Sascha Willems
358ab9d550
Added new sample to demonstrate negative viewport height via VK_KHR_MAINTENANCE1
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Refs #563
2019-03-28 23:51:50 +01:00
Gary Sweet
7632def9d6
Fix sample count limits in deferredmultisampling
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The sample count was previously fixed at 8, which is not supported
on some platforms. The code now checks for the maximum supported
sample count and uses that instead.
If you would prefer the upper limit to be fixed at 8, that is
obviously trivial to change.
2019-03-06 12:58:28 +00:00
Sascha Willems
cf83c1b499
Nicer font for ImGui overlay
2019-02-20 20:57:38 +01:00
Sascha Willems
eec6444e3d
Rebuild shaders with recent glslang compiler
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Refs #544
2019-02-20 20:52:12 +01:00
Sascha Willems
047f9faeec
Fixed image usage (validation), code cleanup
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Moved model to asset pack
2019-02-20 20:03:12 +01:00
Sascha Willems
49ee3469b6
Merge branch 'master' of github.com:SaschaWillems/Vulkan
2019-01-31 20:10:04 +01:00
Sascha Willems
fbbfe62ff4
Updated shadow mapping SPIR-V shaders
2019-01-31 20:09:48 +01:00
Sascha Willems
3eec106b47
Merge pull request #539 from Lunarsong/patch-2
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Removed redundant division by w
2019-01-31 20:07:23 +01:00
Shanee
a301ed7c5b
Removed redundant division by w
2019-01-29 23:28:12 -08:00
Shanee
715f3fd9b2
Removed redundant division by w
2019-01-29 23:25:02 -08:00
saschawillems
1f3cb12bd3
Removed GL_ARB_separate_shader_objects and GL_ARB_shading_language_420pack extensions from all shaders
2018-11-19 22:05:47 +01:00
saschawillems
648339bbe6
Removed gl_PerVertex overrides
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Fixes #509
2018-10-20 18:00:32 +02:00
saschawillems
367fce5b46
Reworked inline uniform block example
2018-10-07 10:27:28 +02:00
saschawillems
f1a7e66de1
Removed fragment shader from shadow map generation pipeline
2018-09-16 21:39:31 +02:00
saschawillems
dff35dd336
Started work on inline uniform block example (VK_EXT_inline_uniform_block)
2018-09-13 22:46:17 +02:00
saschawillems
25e296be55
Updated shaders, UI
2018-09-04 21:18:14 +02:00
Sascha Willems
5206b8e4c0
Merge pull request #479 from sjfricke/master
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cleaned up particlefire example
2018-08-26 09:52:49 +02:00
saschawillems
8f4d137cc4
Added conditional rendering example (wip)
2018-08-12 15:07:07 +02:00
saschawillems
0fb88d5467
Different scene, toon shading and separate parameters for color input attachment
2018-07-19 11:01:15 +02:00
saschawillems
583a665990
Code cleanup, simplifications, comments
2018-07-17 19:00:55 +02:00
saschawillems
e64f4cf5e4
Simplified and cleaned up sub pass setup, additional comments
2018-07-15 21:15:03 +02:00
saschawillems
a1f166e001
Added basic input attachment sample
2018-07-15 18:18:41 +02:00
saschawillems
0eb306ec9e
Barrel distortion as parameter
2018-06-08 21:07:51 +02:00
saschawillems
a122c2380a
Render views using quads with barrel distortion (instead of directly blitting result to swapchain)
2018-06-03 16:02:33 +02:00
saschawillems
c56868d660
Started working on multiview example
2018-06-01 22:48:53 +02:00
sjfricke
7e15234145
cleaned up particlefire example
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really dug into example to learn and just _leaving the example better then I found it_ but cleaning up some unused values and swizzle redudency in shaders. Tested on desktop and android
2018-05-06 23:27:41 -05:00
saschawillems
6b3dbb81a2
Remove useless uniform in subpasses
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Fixes #390
2018-04-27 19:10:47 +02:00