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c++ – How can I take advantage of single uniform variables inside this Vulkan shader?


I’ve arrange a shader like so. As a substitute of getting all projection view mannequin in a single object, I wish to have them as separate bindings.

#model 450
format (location = 0) in vec3 aPosition;
format (location = 1) in vec4 aColor;
format(binding = 0) uniform mat4 projection;
format(binding = 1) uniform mat4 view;
format(binding = 2) uniform mat4 mannequin;
format(location = 0) out vec4 fragColor;
void important() {
 gl_Position = vec4(aPosition, 1.0);
 fragColor = aColor;
}

Nonetheless when compiling the shader I get the next errors:

important:4: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:4: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind
important:5: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:5: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind
important:6: error: 'non-opaque uniforms outdoors a block' : not allowed when utilizing GLSL for Vulkan
important:6: error: 'binding' : requires block, or sampler/picture, or atomic-counter kind

How can I create particular person bindings + arrange particular person Descriptor Format/Buffer/Swimming pools/Units?

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