diff --git a/engine/renderer/src/materialcompiler.cpp b/engine/renderer/src/materialcompiler.cpp index 9b6c012..3656488 100755 --- a/engine/renderer/src/materialcompiler.cpp +++ b/engine/renderer/src/materialcompiler.cpp @@ -157,7 +157,7 @@ layout(std430, binding = 1) buffer readonly SceneInformation {\n \ } scene;\n \ layout (binding = 2) uniform sampler2D sun_shadow;\n \ layout (binding = 6) uniform sampler2DArray spot_shadow;\n \ -layout(push_constant, binding = 0) uniform PushConstant {\n \ +layout(push_constant) uniform PushConstant {\n \ mat4 model;\n \ };\n"; diff --git a/engine/shaders/billboard.frag.glsl b/engine/shaders/billboard.frag.glsl index 27ecec2..f195420 100644 --- a/engine/shaders/billboard.frag.glsl +++ b/engine/shaders/billboard.frag.glsl @@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 mvp; vec4 color; }; diff --git a/engine/shaders/billboard.vert.glsl b/engine/shaders/billboard.vert.glsl index da8fffc..f719736 100644 --- a/engine/shaders/billboard.vert.glsl +++ b/engine/shaders/billboard.vert.glsl @@ -1,6 +1,6 @@ layout (location = 0) out vec2 outUV; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 mvp; vec4 color; }; diff --git a/engine/shaders/color.frag.glsl b/engine/shaders/color.frag.glsl index 9cfa7ba..a369b8e 100644 --- a/engine/shaders/color.frag.glsl +++ b/engine/shaders/color.frag.glsl @@ -1,6 +1,6 @@ layout (location = 0) out vec4 outColor; -layout(push_constant, binding = 1) uniform PushConstant{ +layout(push_constant) uniform PushConstant{ mat4 mvp; vec4 color; }; diff --git a/engine/shaders/color.vert.glsl b/engine/shaders/color.vert.glsl index ad0b093..17d61c8 100644 --- a/engine/shaders/color.vert.glsl +++ b/engine/shaders/color.vert.glsl @@ -1,6 +1,6 @@ layout (location = 0) in vec3 inPosition; -layout(push_constant, binding = 1) uniform PushConstant{ +layout(push_constant) uniform PushConstant{ mat4 mvp; vec4 color; }; diff --git a/engine/shaders/debug.frag.glsl b/engine/shaders/debug.frag.glsl index 157b36b..e7aed2f 100644 --- a/engine/shaders/debug.frag.glsl +++ b/engine/shaders/debug.frag.glsl @@ -1,6 +1,6 @@ layout(location = 0) out vec4 outColor; -layout(push_constant, binding = 1) uniform PushConstant { +layout(push_constant) uniform PushConstant { mat4 mvp; vec4 color; }; diff --git a/engine/shaders/debug.vert.glsl b/engine/shaders/debug.vert.glsl index ad0b093..17d61c8 100644 --- a/engine/shaders/debug.vert.glsl +++ b/engine/shaders/debug.vert.glsl @@ -1,6 +1,6 @@ layout (location = 0) in vec3 inPosition; -layout(push_constant, binding = 1) uniform PushConstant{ +layout(push_constant) uniform PushConstant{ mat4 mvp; vec4 color; }; diff --git a/engine/shaders/dof.frag.glsl b/engine/shaders/dof.frag.glsl index e147b5a..e883f7f 100644 --- a/engine/shaders/dof.frag.glsl +++ b/engine/shaders/dof.frag.glsl @@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor; layout(rgba32f, binding = 0) uniform image2D color_sampler; layout(binding = 3) uniform sampler2D aperture_sampler; -layout(push_constant, binding = 2) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec4 params; }; diff --git a/engine/shaders/dof.vert.glsl b/engine/shaders/dof.vert.glsl index 8024370..93c1745 100644 --- a/engine/shaders/dof.vert.glsl +++ b/engine/shaders/dof.vert.glsl @@ -7,7 +7,7 @@ layout(location = 2) out float outDepth; layout(binding = 1) uniform sampler2D depth_sampler; -layout(push_constant, binding = 2) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec4 params; }; diff --git a/engine/shaders/filter.frag.glsl b/engine/shaders/filter.frag.glsl index 37241a3..8ad675f 100644 --- a/engine/shaders/filter.frag.glsl +++ b/engine/shaders/filter.frag.glsl @@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor; layout(binding = 2) uniform samplerCube environmentSampler; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 mvp; float roughness; }; diff --git a/engine/shaders/filter.vert.glsl b/engine/shaders/filter.vert.glsl index d213b6d..a036b72 100644 --- a/engine/shaders/filter.vert.glsl +++ b/engine/shaders/filter.vert.glsl @@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition; layout(location = 0) out vec3 outPos; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 mvp; float roughness; }; diff --git a/engine/shaders/gaussian.frag.glsl b/engine/shaders/gaussian.frag.glsl index 7390260..c7b525f 100644 --- a/engine/shaders/gaussian.frag.glsl +++ b/engine/shaders/gaussian.frag.glsl @@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; -layout(push_constant, binding = 1) uniform PushConstants { +layout(push_constant) uniform PushConstants { int horizontal; }; diff --git a/engine/shaders/histogram-average.comp.glsl b/engine/shaders/histogram-average.comp.glsl index 0531c8a..ff1dcae 100644 --- a/engine/shaders/histogram-average.comp.glsl +++ b/engine/shaders/histogram-average.comp.glsl @@ -12,7 +12,7 @@ layout(std430, binding = 1) buffer HistogramBuffer { uint histogram[]; }; -layout(push_constant, binding = 2) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec4 params; }; diff --git a/engine/shaders/histogram.comp.glsl b/engine/shaders/histogram.comp.glsl index abeff53..aa73076 100644 --- a/engine/shaders/histogram.comp.glsl +++ b/engine/shaders/histogram.comp.glsl @@ -15,7 +15,7 @@ layout(std430, binding = 1) buffer HistogramBuffer { uint histogram[]; }; -layout(push_constant, binding = 2) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec4 params; }; diff --git a/engine/shaders/imgui.vert.glsl b/engine/shaders/imgui.vert.glsl index ead22e0..2cccac1 100644 --- a/engine/shaders/imgui.vert.glsl +++ b/engine/shaders/imgui.vert.glsl @@ -5,7 +5,7 @@ layout(location = 2) in vec4 in_color; layout(location = 0) out vec4 out_color; layout(location = 1) out vec2 out_uv; -layout(std430, push_constant, binding = 1) uniform PushConstant { +layout(std430, push_constant) uniform PushConstant { mat4 projection; }; diff --git a/engine/shaders/irradiance.vert.glsl b/engine/shaders/irradiance.vert.glsl index c1947fa..0fac099 100644 --- a/engine/shaders/irradiance.vert.glsl +++ b/engine/shaders/irradiance.vert.glsl @@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition; layout(location = 0) out vec3 outPos; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 mvp; }; diff --git a/engine/shaders/mesh.vert.nocompile.glsl b/engine/shaders/mesh.vert.nocompile.glsl index 76aa7fc..17c4506 100644 --- a/engine/shaders/mesh.vert.nocompile.glsl +++ b/engine/shaders/mesh.vert.nocompile.glsl @@ -47,11 +47,11 @@ layout(std430, binding = 1) buffer readonly SceneInformation { } scene; #ifdef CUBEMAP -layout(push_constant, binding = 0) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 model, view; }; #else -layout(push_constant, binding = 0) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 model; }; #endif diff --git a/engine/shaders/post.frag.glsl b/engine/shaders/post.frag.glsl index 1d5026d..bf8ee7f 100644 --- a/engine/shaders/post.frag.glsl +++ b/engine/shaders/post.frag.glsl @@ -5,7 +5,7 @@ #define SMAA_INCLUDE_VS 0 #define SMAA_INCLUDE_PS 1 -layout(std430, push_constant, binding = 4) uniform PushConstant { +layout(std430, push_constant) uniform PushConstant { vec4 viewport; vec4 options; vec4 transform_ops; diff --git a/engine/shaders/post.vert.glsl b/engine/shaders/post.vert.glsl index 3a38dbe..0827806 100644 --- a/engine/shaders/post.vert.glsl +++ b/engine/shaders/post.vert.glsl @@ -5,7 +5,7 @@ #define SMAA_INCLUDE_VS 1 #define SMAA_INCLUDE_PS 0 -layout(std430, push_constant, binding = 4) uniform readonlPushConstant { +layout(std430, push_constant) uniform readonlPushConstant { vec4 viewport; float fade; vec4 transform_ops; diff --git a/engine/shaders/scenecapture.vert.nocompile.glsl b/engine/shaders/scenecapture.vert.nocompile.glsl index c3a799d..6d7451b 100644 --- a/engine/shaders/scenecapture.vert.nocompile.glsl +++ b/engine/shaders/scenecapture.vert.nocompile.glsl @@ -33,7 +33,7 @@ layout(std430, binding = 5) buffer readonly SceneInformation { int numLights; } scene; -layout(push_constant, binding = 6) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ mat4 model, view; int materialOffset; }; diff --git a/engine/shaders/shadow.vert.nocompile.glsl b/engine/shaders/shadow.vert.nocompile.glsl index 164e28f..7b300fa 100644 --- a/engine/shaders/shadow.vert.nocompile.glsl +++ b/engine/shaders/shadow.vert.nocompile.glsl @@ -10,7 +10,7 @@ layout (location = 5) in vec4 inBoneWeight; layout (location = 0) out vec3 outPos; layout (location = 1) flat out int index; -layout(push_constant, binding = 0) uniform PushConstant { +layout(push_constant) uniform PushConstant { mat4 mvp, model; }; diff --git a/engine/shaders/sky.frag.glsl b/engine/shaders/sky.frag.glsl index 3b8e634..200ae4c 100644 --- a/engine/shaders/sky.frag.glsl +++ b/engine/shaders/sky.frag.glsl @@ -4,7 +4,7 @@ layout (location = 0) in vec2 in_uv; layout (location = 0) out vec4 out_color; -layout(push_constant, binding = 1) uniform PushConstant{ +layout(push_constant) uniform PushConstant{ mat4 view; vec4 sun_position_fov; float aspect; diff --git a/engine/shaders/sky.vert.glsl b/engine/shaders/sky.vert.glsl index cef4fd1..328a71b 100644 --- a/engine/shaders/sky.vert.glsl +++ b/engine/shaders/sky.vert.glsl @@ -1,6 +1,6 @@ layout (location = 0) out vec2 out_uv; -layout(push_constant, binding = 1) uniform PushConstant{ +layout(push_constant) uniform PushConstant{ mat4 view; vec4 sun_position_fov; float aspect; diff --git a/engine/shaders/smaa_common.glsl b/engine/shaders/smaa_common.glsl index 46a2fa5..7c11e0b 100644 --- a/engine/shaders/smaa_common.glsl +++ b/engine/shaders/smaa_common.glsl @@ -4,7 +4,7 @@ #define SMAA_GLSL_4 1 #define SMAA_PREDICATION 1 -layout(std430, push_constant, binding = 2) uniform PushConstant { +layout(std430, push_constant) uniform PushConstant { vec4 viewport; mat4 correctionMatrix; }; diff --git a/engine/shaders/text.vert.glsl b/engine/shaders/text.vert.glsl index 2a2ac86..c10aac9 100644 --- a/engine/shaders/text.vert.glsl +++ b/engine/shaders/text.vert.glsl @@ -29,7 +29,7 @@ layout(std430, binding = 2) buffer readonly StringBuffer { StringInstance strings[]; }; -layout(push_constant, binding = 4) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec2 screenSize; mat4 mvp; }; diff --git a/engine/shaders/ui.vert.glsl b/engine/shaders/ui.vert.glsl index c88733d..5e8b3d2 100644 --- a/engine/shaders/ui.vert.glsl +++ b/engine/shaders/ui.vert.glsl @@ -14,7 +14,7 @@ layout(std430, binding = 0) buffer readonly ElementBuffer { ElementInstance elements[]; }; -layout(push_constant, binding = 1) uniform readonly PushConstant{ +layout(push_constant) uniform readonly PushConstant{ vec2 screenSize; mat4 mvp; };