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.cpp | ||
frustum.cpp | ||
imguipass.cpp | ||
materialcompiler.cpp | ||
renderer.cpp | ||
scenecapture.cpp | ||
shadowpass.cpp | ||
smaapass.cpp |