RendererRD: Remove binding specifier for push constants
This is unsupported and glslang made it raise an error in 11.7.0: https://github.com/KhronosGroup/glslang/pull/2810 Co-authored-by: Clay John <claynjohn@gmail.com>
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@ -11,7 +11,7 @@ triangles = "#define MODE_TRIANGLES";
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#include "lm_common_inc.glsl"
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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@ -78,7 +78,7 @@ void main() {
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#include "lm_common_inc.glsl"
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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@ -70,7 +70,7 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray de
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layout(set = 1, binding = 1) uniform texture2DArray source_light;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 atlas_size; // x used for light probe mode total probes
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uint ray_count;
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uint ray_to;
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@ -14,7 +14,7 @@ layout(location = 4) flat out uvec3 vertex_indices;
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layout(location = 5) flat out vec3 face_normal;
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layout(location = 6) flat out uint fragment_action;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec2 atlas_size;
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vec2 uv_offset;
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vec3 to_cell_size;
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@ -69,7 +69,7 @@ void main() {
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#include "lm_common_inc.glsl"
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec2 atlas_size;
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vec2 uv_offset;
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vec3 to_cell_size;
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@ -4,7 +4,7 @@
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std140) uniform Pos {
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layout(push_constant, std140) uniform Pos {
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vec4 src_rect;
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vec4 dst_rect;
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@ -34,7 +34,7 @@ void main() {
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std140) uniform Pos {
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layout(push_constant, std140) uniform Pos {
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vec4 src_rect;
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vec4 dst_rect;
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@ -2,7 +2,7 @@
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
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#define FLAG_GLOW_FIRST_PASS (1 << 2)
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layout(push_constant, binding = 1, std430) uniform Blur {
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layout(push_constant, std430) uniform Blur {
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vec2 pixel_size;
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uint flags;
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uint pad;
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@ -1,4 +1,4 @@
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 size;
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float z_far;
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float z_near;
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@ -6,7 +6,7 @@
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layout(location = 0) in highp vec3 vertex;
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layout(push_constant, binding = 0, std430) uniform Constants {
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layout(push_constant, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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@ -34,7 +34,7 @@ void main() {
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#VERSION_DEFINES
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layout(push_constant, binding = 0, std430) uniform Constants {
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layout(push_constant, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
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layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
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layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 size;
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int stride;
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int shift;
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@ -41,7 +41,7 @@
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// Push Constant
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layout(push_constant, binding = 0, std430) uniform DrawData {
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layout(push_constant, std430) uniform DrawData {
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vec2 world_x;
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vec2 world_y;
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vec2 world_ofs;
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@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
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vec3(0.83, 0.22, 0.27),
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vec3(0.83, 0.22, 0.32),
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vec3(1.00, 0.63, 0.70));
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uvec2 screen_size;
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uvec2 cluster_screen_size;
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@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
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layout(location = 0) out float depth_interp;
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layout(location = 1) out flat uint element_index;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint base_index;
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uint pad0;
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uint pad1;
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@ -6,7 +6,7 @@
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint cluster_render_data_size; // how much data for a single cluster takes
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uint max_render_element_count_div_32; //divided by 32
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uvec2 cluster_screen_size;
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@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
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#define FLAG_ALPHA_TO_ONE (1 << 9)
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec4 section;
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ivec2 target;
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uint flags;
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@ -6,7 +6,7 @@
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layout(location = 0) out vec2 uv_interp;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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@ -39,7 +39,7 @@ void main() {
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec4 section;
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vec2 pixel_size;
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bool flip_y;
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@ -4,7 +4,7 @@
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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float z_far;
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float z_near;
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vec2 texel_size;
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@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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float z_far;
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float z_near;
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vec2 texel_size;
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@ -1,4 +1,4 @@
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint face_size;
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uint face_id; // only used in raster shader
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}
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@ -25,7 +25,7 @@
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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int mip_level;
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uint face_id;
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}
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@ -47,7 +47,7 @@ void main() {
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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int mip_level;
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uint face_id;
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}
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@ -1,6 +1,6 @@
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#define M_PI 3.14159265359
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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uint face_id;
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uint sample_count;
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float roughness;
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@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_image;
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#define FSR_UPSCALE_PASS_TYPE_EASU 0
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#define FSR_UPSCALE_PASS_TYPE_RCAS 1
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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float resolution_width;
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float resolution_height;
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float upscaled_width;
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@ -86,7 +86,7 @@ voxel_gi_instances;
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layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 screen_size;
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float z_near;
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float z_far;
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@ -58,7 +58,7 @@ lights;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec3 limits;
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uint stack_size;
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@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
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layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
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#endif
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 source_size;
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float max_luminance;
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float min_luminance;
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@ -1,5 +1,5 @@
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layout(push_constant, binding = 1, std430) uniform PushConstant {
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layout(push_constant, std430) uniform PushConstant {
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ivec2 source_size;
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ivec2 dest_size;
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@ -168,7 +168,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
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} material;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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float lifetime;
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bool clear;
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uint total_particles;
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@ -42,7 +42,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
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}
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trail_bind_poses;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec3 sort_direction;
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uint total_particles;
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@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
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#endif
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layout(push_constant, binding = 16, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 screen_size;
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int sample_count;
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uint pad;
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@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform sampler2D source_normal;
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layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 screen_size;
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float curve;
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uint pad;
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@ -21,7 +21,7 @@
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#endif
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#endif
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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layout(push_constant, std430) uniform DrawCall {
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uint instance_index;
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uint uv_offset;
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uint pad0;
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@ -15,7 +15,7 @@
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/* don't exceed 128 bytes!! */
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/* put instance data into our push content, not a array */
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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layout(push_constant, std430) uniform DrawCall {
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highp mat4 transform; // 64 - 64
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uint flags; // 04 - 68
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uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
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@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
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layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
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layout(set = 3, binding = 0) uniform sampler2D source_metallic;
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layout(push_constant, binding = 2, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec4 proj_info;
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ivec2 screen_size;
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@ -16,7 +16,7 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
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#endif
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layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
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layout(push_constant, binding = 2, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec4 proj_info;
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bool orthogonal;
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@ -13,7 +13,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
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layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
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layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec2 screen_size;
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float camera_z_near;
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float camera_z_far;
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@ -32,7 +32,7 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
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layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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#define MAX_CASCADES 8
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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mat4 projection;
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uint band_power;
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@ -160,7 +160,7 @@ layout(location = 0) out vec4 frag_color;
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layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
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layout(set = 0, binding = 3) uniform sampler linear_sampler;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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mat4 projection;
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uint band_power;
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layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
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layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
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#define SKY_MODE_COLOR 1
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#define SKY_MODE_SKY 2
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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ivec3 scroll;
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int grid_size;
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@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
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}
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bone_transforms;
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layout(push_constant, binding = 0, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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bool has_normal;
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bool has_tangent;
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bool has_skeleton;
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layout(location = 0) out vec2 uv_interp;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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mat3 orientation;
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vec4 projections[MAX_VIEWS];
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vec4 position_multiplier;
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layout(location = 0) in vec2 uv_interp;
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layout(push_constant, binding = 1, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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mat3 orientation;
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vec4 projections[MAX_VIEWS];
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vec4 position_multiplier;
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@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
|
|||
}
|
||||
sort_buffer;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
uint total_elements;
|
||||
uint pad[3];
|
||||
ivec4 job_params;
|
||||
|
|
|
@ -25,7 +25,7 @@
|
|||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec2 pixel_size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
|
|
@ -85,7 +85,7 @@ counter;
|
|||
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
|
||||
layout(push_constant, binding = 3, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
int pass;
|
||||
int quality;
|
||||
|
|
|
@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
|
|||
|
||||
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
float edge_sharpness;
|
||||
float pad;
|
||||
vec2 half_screen_pixel_size;
|
||||
|
|
|
@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
|
|||
counter;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec2 half_screen_pixel_size;
|
||||
float intensity;
|
||||
float power;
|
||||
|
|
|
@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|||
layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
float inv_sharpness;
|
||||
uint size_modifier;
|
||||
vec2 pixel_size;
|
||||
|
|
|
@ -87,7 +87,7 @@ layout(set = 3, binding = 1) uniform ProjectionConstants {
|
|||
}
|
||||
projection_constants;
|
||||
|
||||
layout(push_constant, binding = 3, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
int pass;
|
||||
int quality;
|
||||
|
|
|
@ -12,7 +12,7 @@ layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_ima
|
|||
|
||||
layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
float edge_sharpness;
|
||||
float pad;
|
||||
vec2 half_screen_pixel_size;
|
||||
|
|
|
@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
|
|||
counter;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec2 half_screen_pixel_size;
|
||||
float intensity;
|
||||
float pad;
|
||||
|
|
|
@ -10,7 +10,7 @@ layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_ima
|
|||
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
|
||||
layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
float inv_sharpness;
|
||||
uint size_modifier;
|
||||
vec2 pixel_size;
|
||||
|
|
|
@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
|
|||
|
||||
#endif //USE_11_SAMPLES
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
float camera_z_far;
|
||||
float camera_z_near;
|
||||
|
|
|
@ -53,7 +53,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
|
|||
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec3 bcs;
|
||||
bool use_bcs;
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@ layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData
|
|||
}
|
||||
global_variables;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
vec3 position;
|
||||
float pad;
|
||||
|
||||
|
|
|
@ -74,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
|
|||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
|
||||
|
@ -108,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
|
|||
|
||||
#ifdef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint light_count; //when not lighting
|
||||
ivec3 x_dir;
|
||||
|
|
|
@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
|
|||
|
||||
layout(set = 0, binding = 3) uniform sampler tex_sampler;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
mat4 projection;
|
||||
uint cell_offset;
|
||||
float dynamic_range;
|
||||
|
|
|
@ -33,7 +33,7 @@ cell_data;
|
|||
|
||||
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
uint offset;
|
||||
uint end;
|
||||
uint pad0;
|
||||
|
@ -66,7 +66,7 @@ void main() {
|
|||
}
|
||||
|
||||
#if 0
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
layout(push_constant, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue