Remove the 0th descriptor set, move everything else back to 0
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5406c4f97a
commit
26884150d7
18 changed files with 42 additions and 125 deletions
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@ -161,7 +161,7 @@ static const std::vector<ShaderSource> fsTexCol = {
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"layout(location = 0) in vec4 oColor0;\n"
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"layout(location = 1) in vec2 oTexCoord0;\n"
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"layout(location = 0) out vec4 fragColor0;\n"
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"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
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"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
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"void main() { fragColor0 = texture(Sampler0, oTexCoord0) * oColor0; }\n"
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}
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};
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@ -205,7 +205,7 @@ static const std::vector<ShaderSource> fsTexColRBSwizzle = {
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"layout(location = 0) in vec4 oColor0;\n"
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"layout(location = 1) in vec2 oTexCoord0;\n"
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"layout(location = 0) out vec4 fragColor0\n;"
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"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
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"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
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"void main() { fragColor0 = texture(Sampler0, oTexCoord0).bgra * oColor0; }\n"
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}
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};
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@ -294,7 +294,7 @@ static const std::vector<ShaderSource> vsCol = {
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R"(#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 (std140, set = 1, binding = 0) uniform bufferVals {
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layout (std140, set = 0, binding = 0) uniform bufferVals {
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mat4 WorldViewProj;
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vec2 TintSaturation;
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} myBufferVals;
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@ -440,7 +440,7 @@ VS_OUTPUT main(VS_INPUT input) {
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R"(#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 (std140, set = 1, binding = 0) uniform bufferVals {
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layout (std140, set = 0, binding = 0) uniform bufferVals {
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mat4 WorldViewProj;
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vec2 TintSaturation;
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} myBufferVals;
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