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Fix Vulkan descriptor set selection within bink and bink_gui shaders
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2 changed files with 10 additions and 10 deletions
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@ -30,11 +30,11 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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Texture2D t_Y : register( t0 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Cr : register( t1 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Cb : register( t2 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Y : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Cr : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Cb : register( t2 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 2 ) );
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SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
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struct PS_IN {
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@ -67,4 +67,4 @@ void main( PS_IN fragment, out PS_OUT result )
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color *= rpColor;
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result.color = sRGBAToLinearRGBA( color );
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}
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}
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@ -30,11 +30,11 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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Texture2D t_Y : register( t0 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Cr : register( t1 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Cb : register( t2 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Y : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Cr : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Cb : register( t2 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 2 ) );
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SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
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struct PS_IN {
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float4 position : SV_Position;
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@ -69,4 +69,4 @@ void main( PS_IN fragment, out PS_OUT result )
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float4 color = ( binkImage * fragment.color ) + fragment.texcoord1;
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result.color.xyz = color.xyz * color.w;
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result.color.w = color.w;
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}
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}
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