Fixed color attachments not working
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@@ -252,7 +252,7 @@ void VkSceneRenderer::CreatePipelines()
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auto& gBufferPass = GBufferPipeline.AddPass("GBuffer");
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gBufferPass.SetShaders(Shaders["basic_vert"], Shaders["basic_frag"]);
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gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Normal", ImageFormat::RGBA16F);
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gBufferPass.AddAttachment("Normal", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
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gBufferPass.SetPushConstant<ModelPushConstant>(modelPushConstant);
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@@ -353,7 +353,7 @@ void VkSceneRenderer::CreatePipelines()
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});
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/*
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auto& shadingPass = GBufferPipeline.AddPass("Shading");
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shadingPass.SetShaders(Shaders["shading_vert"], Shaders["shading_frag"]);
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shadingPass.SetPushConstant<ShadingPushConstant>(shadingPushConstant);
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@@ -434,7 +434,7 @@ void VkSceneRenderer::CreatePipelines()
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vkCmdBindIndexBuffer(ctx.commandBuffer, quadMesh->GetIndexBuffer()->GetBuffer(), 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(ctx.commandBuffer, quadMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t), 1, 0, 0, 0);
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});
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*/
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GBufferPipeline.Build();
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}
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