Remove the 0th descriptor set, move everything else back to 0
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5406c4f97a
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26884150d7
18 changed files with 42 additions and 125 deletions
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@ -44,7 +44,7 @@ static const std::vector<Draw::ShaderSource> fsDiscard = {
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layout(location = 0) in vec4 oColor0;
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layout(location = 1) in vec2 oTexCoord0;
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layout(location = 0) out vec4 fragColor0;
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layout(set = 1, binding = 1) uniform sampler2D Sampler0;
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layout(set = 0, binding = 1) uniform sampler2D Sampler0;
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void main() {
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vec4 color = texture(Sampler0, oTexCoord0) * oColor0;
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if (color.a <= 0.0)
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@ -86,7 +86,7 @@ static const std::vector<Draw::ShaderSource> fsAdrenoLogicTest = {
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layout(location = 0) in vec4 oColor0;
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layout(location = 1) in highp vec2 oTexCoord0;
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layout(location = 0) out vec4 fragColor0;
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layout(set = 1, binding = 1) uniform sampler2D Sampler0;
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layout(set = 0, binding = 1) uniform sampler2D Sampler0;
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void main() {
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vec4 v = texture(Sampler0, oTexCoord0).aaaa * oColor0;
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if (v.r < 0.2 && v.g < 0.2 && v.b < 0.2) discard;
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@ -117,7 +117,7 @@ static const std::vector<Draw::ShaderSource> vsAdrenoLogicTest = {
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (std140, set = 1, binding = 0) uniform bufferVals {\n"
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"layout (std140, set = 0, binding = 0) uniform bufferVals {\n"
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" mat4 WorldViewProj;\n"
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"} myBufferVals;\n"
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"layout (location = 0) in vec4 pos;\n"
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@ -173,7 +173,7 @@ static const std::vector<Draw::ShaderSource> fsFlat = {
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"layout(location = 0) flat in lowp vec4 oColor0;\n"
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"layout(location = 1) in highp 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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@ -214,7 +214,7 @@ static const std::vector<Draw::ShaderSource> vsFlat = {
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (std140, set = 1, binding = 0) uniform bufferVals {\n"
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"layout (std140, set = 0, binding = 0) uniform bufferVals {\n"
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" mat4 WorldViewProj;\n"
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"} myBufferVals;\n"
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"layout (location = 0) in vec4 pos;\n"
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