[vulkan] Use correct input assembly for sprite depth

I hadn't noticed the problem until playing with early fragment tests for
the sprite fragment shaders, but passing data that expects triangle
strips to a pipeline that expects triangle lists doesn't work too well
when drawing quads.
This commit is contained in:
Bill Currie 2022-12-23 12:47:28 +09:00
parent b5912bba9b
commit 5477749280
2 changed files with 3 additions and 1 deletions

View file

@ -1155,7 +1155,7 @@
},
);
vertexInput = $properties.vertexInput.index_only;
inputAssembly = $properties.inputAssembly.alias;
inputAssembly = $properties.inputAssembly.sprite;
layout = sprite_layout;
};
twod = {

View file

@ -14,6 +14,8 @@ layout (location = 0) in vec2 st;
layout (location = 1) in vec4 position;
layout (location = 2) in vec3 normal;
layout(early_fragment_tests) in;
layout (location = 0) out vec4 frag_color;
layout (location = 1) out vec4 frag_emission;
layout (location = 2) out vec4 frag_normal;