Remove the 0th descriptor set, move everything else back to 0

This commit is contained in:
Henrik Rydgård 2022-12-16 13:03:44 +01:00
parent 5406c4f97a
commit 26884150d7
18 changed files with 42 additions and 125 deletions

View file

@ -161,7 +161,7 @@ static const std::vector<ShaderSource> fsTexCol = {
"layout(location = 0) in vec4 oColor0;\n"
"layout(location = 1) in vec2 oTexCoord0;\n"
"layout(location = 0) out vec4 fragColor0;\n"
"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
"void main() { fragColor0 = texture(Sampler0, oTexCoord0) * oColor0; }\n"
}
};
@ -205,7 +205,7 @@ static const std::vector<ShaderSource> fsTexColRBSwizzle = {
"layout(location = 0) in vec4 oColor0;\n"
"layout(location = 1) in vec2 oTexCoord0;\n"
"layout(location = 0) out vec4 fragColor0\n;"
"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
"void main() { fragColor0 = texture(Sampler0, oTexCoord0).bgra * oColor0; }\n"
}
};
@ -294,7 +294,7 @@ static const std::vector<ShaderSource> vsCol = {
R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, set = 1, binding = 0) uniform bufferVals {
layout (std140, set = 0, binding = 0) uniform bufferVals {
mat4 WorldViewProj;
vec2 TintSaturation;
} myBufferVals;
@ -440,7 +440,7 @@ VS_OUTPUT main(VS_INPUT input) {
R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, set = 1, binding = 0) uniform bufferVals {
layout (std140, set = 0, binding = 0) uniform bufferVals {
mat4 WorldViewProj;
vec2 TintSaturation;
} myBufferVals;