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App3D::App3D() { | |
globalPool = | |
DescriptorPool::Builder(nileDevice) | |
.setMaxSets(SwapChain::MAX_FRAMES_IN_FLIGHT) | |
.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, SwapChain::MAX_FRAMES_IN_FLIGHT) | |
.build(); | |
// build frame descriptor pools | |
framePools.resize(SwapChain::MAX_FRAMES_IN_FLIGHT); | |
auto framePoolBuilder = DescriptorPool::Builder(nileDevice) |
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#version 450 | |
layout (location = 0) in vec4 inPos; | |
layout (location = 0) out vec4 outColor; | |
layout (set = 1, binding = 1) uniform sampler2D diffuseMap; | |
void main() { | |
vec4 tmp = vec4(1.0 / inPos.w); |
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#version 450 | |
layout(location = 0) in vec3 position; | |
layout(location = 0) out vec4 outPos; | |
struct PointLight { | |
vec4 position; // ignore w | |
vec4 color; // w is intensity | |
}; |