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author | tylermurphy534 <tylermurphy534@gmail.com> | 2022-09-26 20:57:53 -0400 |
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committer | tylermurphy534 <tylermurphy534@gmail.com> | 2022-09-26 20:57:53 -0400 |
commit | 5a08c9c8e230fd952311f29bc02b22c7635d0178 (patch) | |
tree | 09bb647986461478ba8cc0671550d8488a6c434f /res/shaders | |
parent | texture arrays (diff) | |
download | minecraftvulkan-5a08c9c8e230fd952311f29bc02b22c7635d0178.tar.gz minecraftvulkan-5a08c9c8e230fd952311f29bc02b22c7635d0178.tar.bz2 minecraftvulkan-5a08c9c8e230fd952311f29bc02b22c7635d0178.zip |
vertex buffer is not a byte vector, multi texture loading
Diffstat (limited to 'res/shaders')
-rwxr-xr-x | res/shaders/simple_shader.frag | 6 | ||||
-rwxr-xr-x | res/shaders/simple_shader.vert | 4 |
2 files changed, 5 insertions, 5 deletions
diff --git a/res/shaders/simple_shader.frag b/res/shaders/simple_shader.frag index 102ac22..f3e629b 100755 --- a/res/shaders/simple_shader.frag +++ b/res/shaders/simple_shader.frag @@ -2,7 +2,7 @@ layout (location = 0) in vec3 fragColor; layout (location = 1) in vec2 fragUv; -layout (location = 2) in float fragTex; +layout (location = 2) in flat int fragTex; layout (location = 0) out vec4 outColor; @@ -11,7 +11,7 @@ layout (binding = 0) uniform GlobalUbo { vec3 directionToLight; } ubo; -layout (binding = 1) uniform sampler2D texSampler[2]; +layout (binding = 1) uniform sampler2D texSampler[3]; layout(push_constant) uniform Push { mat4 transform; @@ -19,5 +19,5 @@ layout(push_constant) uniform Push { } push; void main() { - outColor = mix(texture(texSampler[int(fragTex)], fragUv), vec4(fragColor, 1.0), .1); + outColor = mix(texture(texSampler[fragTex], fragUv), vec4(fragColor, 1.0), .1); }
\ No newline at end of file diff --git a/res/shaders/simple_shader.vert b/res/shaders/simple_shader.vert index 8a28a59..3887c4a 100755 --- a/res/shaders/simple_shader.vert +++ b/res/shaders/simple_shader.vert @@ -3,11 +3,11 @@ layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 uv; -layout (location = 3) in float tex; +layout (location = 3) in int tex; layout (location = 0) out vec3 fragColor; layout (location = 1) out vec2 fragUv; -layout (location = 2) out float fragTex; +layout (location = 2) out int fragTex; layout (binding = 0) uniform GlobalUbo { mat4 projectionViewMatrix; |