mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Fixed most vulkan validation layers
This commit is contained in:
@@ -92,12 +92,13 @@ struct ModelPushConstant
|
||||
ModelPushConstant pushConstants;
|
||||
|
||||
// Outputs
|
||||
struct VSOutput {
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 Color : TEXCOORD0;
|
||||
float2 UV : TEXCOORD1;
|
||||
float3 Normal : TEXCOORD2;
|
||||
float3x3 TBN : TEXCOORD3;
|
||||
//float3x3 TBN : TEXCOORD3;
|
||||
};
|
||||
|
||||
// Main vertex shader
|
||||
@@ -117,9 +118,9 @@ VSOutput main(uint vertexIndex : SV_VertexID)
|
||||
output.UV = float2(v.uv_x, v.uv_y);
|
||||
output.Normal = normalize(v.normal);
|
||||
|
||||
float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
|
||||
float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
|
||||
float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
|
||||
output.TBN = transpose(float3x3(T, B, N));
|
||||
//float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
|
||||
//float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
|
||||
//float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
|
||||
//output.TBN = transpose(float3x3(T, B, N));
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user