Light locations had to be padded properly, that ended up being the ultimate fix. Leading to this bug though I ended up patching a lot of stuff that was mysteriously missing from the Vulkan backend like specialization constants and |
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.. | ||
dofpass.hpp | ||
font.hpp | ||
frustum.hpp | ||
imguipass.hpp | ||
materialcompiler.hpp | ||
pass.hpp | ||
render_options.hpp | ||
renderer.hpp | ||
rendertarget.hpp | ||
scenecapture.hpp | ||
shadowpass.hpp | ||
smaapass.hpp |