Multiple changes to get a triangle working with hacky usage of descriptor heaps
Test Compilation / Build evk (push) Has been cancelled

This commit is contained in:
2026-05-13 22:07:01 +03:00
parent 283c937b10
commit be3d1d21e7
16 changed files with 120 additions and 99 deletions
@@ -1,9 +1,10 @@
#version 450
#pragma shader_stage(fragment)
#extension GL_EXT_descriptor_heap: require
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(0.f, 1.f, 0.f, 1.f);
}
}
@@ -1,16 +1,12 @@
#version 450
#pragma shader_stage(vertex)
in layout(location=0) vec2 position;
#extension GL_EXT_descriptor_heap: require
layout(set=0, binding=0) uniform data {
layout(descriptor_heap) uniform data {
vec4 positions[3];
} vertexData;
} vertexData[];
void main() {
// gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
// gl_Position = vec4(position, 0.0, 1.0);
// gl_Position = vec4(inputData.positions[gl_VertexIndex], 0.0, 1.0);
gl_Position = vertexData.positions[gl_VertexIndex];
// gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vertexData[0].positions[gl_VertexIndex];
}