Fix vertex layout locations and add lightmap to vulkan shader

This commit is contained in:
Magnus Norddahl 2021-09-24 16:21:23 +02:00
parent 934b5af975
commit 604c4ff8e0
3 changed files with 4 additions and 6 deletions

View file

@ -172,6 +172,7 @@ static const char *shaderBindings = R"(
};
layout(set = 0, binding = 4) uniform sampler2D ShadowMap;
layout(set = 0, binding = 5) uniform sampler2DArray LightMap;
// textures
layout(set = 1, binding = 0) uniform sampler2D tex;

View file

@ -7,12 +7,11 @@ layout(location = 3) in vec3 glowdist;
layout(location = 4) in vec3 gradientdist;
layout(location = 5) in vec4 vWorldNormal;
layout(location = 6) in vec4 vEyeNormal;
layout(location = 7) in vec3 vLightmap;
layout(location = 9) in vec3 vLightmap;
#ifdef NO_CLIPDISTANCE_SUPPORT
layout(location = 7) in vec4 ClipDistanceA;
layout(location = 8) in vec4 ClipDistanceB;
layout(location = 9) in vec3 vLightmap;
#endif
layout(location=0) out vec4 FragColor;

View file

@ -5,26 +5,24 @@ layout(location = 2) in vec4 aColor;
layout(location = 0) out vec4 vTexCoord;
layout(location = 1) out vec4 vColor;
layout(location = 2) out vec3 vLightmap;
layout(location = 9) out vec3 vLightmap;
#ifndef SIMPLE // we do not need these for simple shaders
layout(location = 3) in vec4 aVertex2;
layout(location = 4) in vec4 aNormal;
layout(location = 5) in vec4 aNormal2;
layout(location = 6) in vec3 aLightmap;
layout(location = 2) out vec4 pixelpos;
layout(location = 3) out vec3 glowdist;
layout(location = 4) out vec3 gradientdist;
layout(location = 5) out vec4 vWorldNormal;
layout(location = 6) out vec4 vEyeNormal;
layout(location = 7) in vec3 aLightmap;
#endif
#ifdef NO_CLIPDISTANCE_SUPPORT
layout(location = 7) out vec4 ClipDistanceA;
layout(location = 8) out vec4 ClipDistanceB;
layout(location = 9) in vec3 aLightmap;
#endif
void main()