[vulkan] Use matrices header in geometry shaders

I had missed them earlier as I had forgotten about them (looked only at
vertex shaders).
This commit is contained in:
Bill Currie 2023-01-22 17:30:25 +09:00
parent d59dcba37d
commit e709eceb75
3 changed files with 11 additions and 15 deletions

View file

@ -366,7 +366,7 @@ pushcolor_c = $(vkshaderpath)/pushcolor.frag.spvc
waterwarp_src = $(vkshaderpath)/waterwarp.frag waterwarp_src = $(vkshaderpath)/waterwarp.frag
waterwarp_c = $(vkshaderpath)/waterwarp.frag.spvc waterwarp_c = $(vkshaderpath)/waterwarp.frag.spvc
$(slice_vert_c): $(slice_vert_src) $(matrices_h) $(slice_c): $(slice_src) $(matrices_h)
$(linev_c): $(linev_src) $(matrices_h) $(linev_c): $(linev_src) $(matrices_h)
$(linef_c): $(linef_src) $(linef_c): $(linef_src)
@ -374,7 +374,7 @@ $(linef_c): $(linef_src)
$(partphysicsc_c): $(partphysicsc_src) $(partphysicsc_c): $(partphysicsc_src)
$(partupdatec_c): $(partupdatec_src) $(partupdatec_c): $(partupdatec_src)
$(particlev_c): $(particlev_src) $(matrices_h) $(particlev_c): $(particlev_src) $(matrices_h)
$(particleg_c): $(particleg_src) $(particleg_c): $(particleg_src) $(matrices_h)
$(particlef_c): $(particlef_src) $(oit_store) $(oit_h) $(particlef_c): $(particlef_src) $(oit_store) $(oit_h)
$(sprite_gbufv_c): $(sprite_gbufv_src) $(matrices_h) $(sprite_gbufv_c): $(sprite_gbufv_src) $(matrices_h)
@ -399,7 +399,7 @@ $(bsp_depth_c): $(bsp_depth_src) $(entity_h) $(matrices_h)
$(bsp_gbufv_c): $(bsp_gbufv_src) $(entity_h) $(matrices_h) $(bsp_gbufv_c): $(bsp_gbufv_src) $(entity_h) $(matrices_h)
$(bsp_gbufg_c): $(bsp_gbufg_src) $(bsp_gbufg_c): $(bsp_gbufg_src) $(matrices_h)
$(bsp_gbuff_c): $(bsp_gbuff_src) $(bsp_gbuff_c): $(bsp_gbuff_src)

View file

@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (triangles) in; layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out; layout (triangle_strip, max_vertices = 3) out;

View file

@ -1,11 +1,9 @@
#version 450 #version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform
mat4 Projection3d; #include "matrices.h"
mat4 View; ;
mat4 Sky;
mat4 Projection2d;
};
layout (points) in; layout (points) in;
layout (triangle_strip, max_vertices = 4) out; layout (triangle_strip, max_vertices = 4) out;