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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audio | ||
core | ||
gfx | ||
log | ||
math | ||
platform | ||
renderer | ||
shadercompiler | ||
shaders | ||
tests | ||
utility | ||
CMakeLists.txt |