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[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.
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2 changed files with 3 additions and 1 deletions
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@ -1155,7 +1155,7 @@
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},
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},
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);
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);
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vertexInput = $properties.vertexInput.index_only;
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vertexInput = $properties.vertexInput.index_only;
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inputAssembly = $properties.inputAssembly.alias;
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inputAssembly = $properties.inputAssembly.sprite;
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layout = sprite_layout;
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layout = sprite_layout;
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};
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};
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twod = {
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twod = {
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@ -14,6 +14,8 @@ layout (location = 0) in vec2 st;
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layout (location = 1) in vec4 position;
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layout (location = 1) in vec4 position;
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layout (location = 2) in vec3 normal;
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layout (location = 2) in vec3 normal;
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layout(early_fragment_tests) in;
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layout (location = 0) out vec4 frag_color;
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layout (location = 0) out vec4 frag_color;
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layout (location = 1) out vec4 frag_emission;
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layout (location = 1) out vec4 frag_emission;
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layout (location = 2) out vec4 frag_normal;
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layout (location = 2) out vec4 frag_normal;
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