WIP Vulkan Refactoring and reflection driven vertex attribute binding
This commit is contained in:
@@ -4,6 +4,9 @@
|
||||
// See https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules
|
||||
|
||||
layout(location = 0) out vec3 fragColor;
|
||||
layout(location = 0) in vec3 vertex_position;
|
||||
layout(location = 1) in vec3 vertex_uv;
|
||||
layout(constant_id = 0) const int QUALITY_LEVEL = 64; // Specialization constant test
|
||||
|
||||
vec2 positions[3] = vec2[](
|
||||
vec2(0.0, -0.5),
|
||||
|
||||
Reference in New Issue
Block a user