GLSL bindings and Vulkan bug fixes

This commit is contained in:
Jack Andersen
2016-02-23 17:11:58 -10:00
parent 74e2f47bcf
commit 6de30424e3
13 changed files with 301 additions and 96 deletions

View File

@@ -235,7 +235,7 @@ struct TestApplicationCallback : IApplicationCallback
/* Create render target */
int x, y, w, h;
self->mainWindow->getWindowFrame(x, y, w, h);
self->m_renderTarget = factory->newRenderTexture(w, h, 1);
self->m_renderTarget = factory->newRenderTexture(w, h);
/* Make Tri-strip VBO */
struct Vert
@@ -294,8 +294,9 @@ struct TestApplicationCallback : IApplicationCallback
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"precision highp float;\n"
"uniform sampler2D texs[1];\n"
"TBINDING0 uniform sampler2D texs[1];\n"
"layout(location=0) out vec4 out_frag;\n"
"in vec2 out_uv;\n"
"void main()\n"
@@ -395,7 +396,7 @@ struct TestApplicationCallback : IApplicationCallback
int appMain(IApplication* app)
{
mainWindow = app->newWindow(_S("YAY!"));
mainWindow = app->newWindow(_S("YAY!"), 1);
mainWindow->setCallback(&windowCallback);
mainWindow->showWindow();
windowCallback.m_lastRect = mainWindow->getWindowFrame();