mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 15:41:59 +00:00
[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:
parent
b5912bba9b
commit
5477749280
2 changed files with 3 additions and 1 deletions
|
@ -1155,7 +1155,7 @@
|
|||
},
|
||||
);
|
||||
vertexInput = $properties.vertexInput.index_only;
|
||||
inputAssembly = $properties.inputAssembly.alias;
|
||||
inputAssembly = $properties.inputAssembly.sprite;
|
||||
layout = sprite_layout;
|
||||
};
|
||||
twod = {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue