Fixed most vulkan validation layers

This commit is contained in:
antopilo
2025-04-15 19:33:46 -04:00
parent 710d63ad98
commit a46ee129f0
23 changed files with 59 additions and 50 deletions

View File

@@ -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;
}