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https://github.com/yquake2/yquake2remaster.git
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Enable depthWriteEnable for particles
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parent
1bc60032e7
commit
3b9aa6448e
3 changed files with 5 additions and 5 deletions
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@ -1,4 +1,4 @@
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// 8.13.3559
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// 8.13.3743
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#pragma once
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const uint32_t particle_vert_spv[] = {
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0x07230203,0x00010000,0x00080008,0x0000002d,0x00000000,0x00020011,0x00000001,0x0006000b,
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@ -34,7 +34,7 @@ const uint32_t particle_vert_spv[] = {
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0x00000001,0x0004003b,0x0000001e,0x00000026,0x00000003,0x00040020,0x00000027,0x00000001,
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0x00000007,0x0004003b,0x00000027,0x00000028,0x00000001,0x00040020,0x0000002a,0x00000003,
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0x00000006,0x0004003b,0x0000002a,0x0000002b,0x00000003,0x0004002b,0x00000006,0x0000002c,
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0x00000000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
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0x3f000000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
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0x00050041,0x00000011,0x00000012,0x00000010,0x0000000c,0x0004003d,0x0000000d,0x00000013,
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0x00000012,0x0004003d,0x00000014,0x00000017,0x00000016,0x00050051,0x00000006,0x00000019,
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0x00000017,0x00000000,0x00050051,0x00000006,0x0000001a,0x00000017,0x00000001,0x00050051,
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@ -1238,7 +1238,7 @@ static void CreatePipelines()
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// draw particles pipeline (using a texture)
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VK_LOAD_VERTFRAG_SHADERS(shaders, particle, basic);
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vk_drawParticlesPipeline.depthWriteEnable = VK_FALSE;
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vk_drawParticlesPipeline.depthWriteEnable = VK_TRUE;
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vk_drawParticlesPipeline.blendOpts.blendEnable = VK_TRUE;
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QVk_CreatePipeline(&vk_samplerDescSetLayout, 1, &vertInfoRGB_RGBA_RG, &vk_drawParticlesPipeline, &vk_renderpasses[RP_WORLD], shaders, 2);
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QVk_DebugSetObjectName((uint64_t)vk_drawParticlesPipeline.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: textured particles");
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@ -1247,7 +1247,7 @@ static void CreatePipelines()
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// draw particles pipeline (using point list)
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VK_LOAD_VERTFRAG_SHADERS(shaders, point_particle, point_particle);
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vk_drawPointParticlesPipeline.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
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vk_drawPointParticlesPipeline.depthWriteEnable = VK_FALSE;
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vk_drawPointParticlesPipeline.depthWriteEnable = VK_TRUE;
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vk_drawPointParticlesPipeline.blendOpts.blendEnable = VK_TRUE;
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QVk_CreatePipeline(&vk_uboDescSetLayout, 1, &vertInfoRGB_RGBA, &vk_drawPointParticlesPipeline, &vk_renderpasses[RP_WORLD], shaders, 2);
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QVk_DebugSetObjectName((uint64_t)vk_drawPointParticlesPipeline.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: point particles");
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@ -22,5 +22,5 @@ void main() {
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gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0);
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texCoord = inTexCoord;
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color = inColor;
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aTreshold = 0.0;
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aTreshold = 0.5;
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}
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