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. |
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| .. | ||
| models | ||
| shaders | ||
| textures | ||
| font.fnt | ||
| README.md | ||
| Robot-Medium-license.txt | ||
| Roboto-Medium.ttf | ||
Additional asset pack
Newer assets (textures and models) will no longer be added to the repository in order to keep it's size down. Especially HDR assets tend to be much larger than most of the ldr textures and compressing them is problematic due to the multi-platform target of the examples (Not all platforms support compressed HDR texture formats).
So these are provided as a separate download required to run some of the newer examples.
Examples that require assets from this pack will have a note in the header:
/*
* Vulkan Example
*
* Note: Requires the separate asset pack (see data/README.md)
*
*/
Getting the asset pack
Option 1: Run the python script
Run the download_assets.py python script which will download the asset pack and unpacks it into the appropriate folder.
Option 2: Manual download
Download the asset pack from http://vulkan.gpuinfo.org/downloads/vulkan_asset_pack.zip and extract it in the data directory.