Remove remaining camerapos bindings (#1708)

Fixes #1706

@JeanMertz already solved it. I just ran all examples and tests.
This commit is contained in:
Jonas Matser 2021-03-22 18:10:35 +00:00
parent 42924d2227
commit cd8025d0a7
7 changed files with 5 additions and 15 deletions

View file

@ -321,7 +321,6 @@ mod tests {
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 1, binding = 0) uniform texture2D Texture;
@ -379,10 +378,7 @@ mod tests {
name: "CameraViewProj".into(),
bind_type: BindType::Uniform {
has_dynamic_offset: false,
property: UniformProperty::Struct(vec![
UniformProperty::Mat4,
UniformProperty::Vec4
]),
property: UniformProperty::Struct(vec![UniformProperty::Mat4]),
},
shader_stage: BindingShaderStage::VERTEX,
}]

View file

@ -4,7 +4,6 @@ layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 1, binding = 0) uniform Transform {

View file

@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 2, binding = 0) uniform Transform {
@ -26,7 +25,7 @@ void main() {
uint x_flip_bit = 1; // The X flip bit
uint y_flip_bit = 2; // The Y flip bit
// Note: Here we subtract f32::EPSILON from the flipped UV coord. This is due to reasons unknown
// to me (@zicklag ) that causes the uv's to be slightly offset and causes over/under running of
// the sprite UV sampling which is visible when resizing the screen.
@ -42,4 +41,4 @@ void main() {
vec3 position = Vertex_Position * vec3(size, 1.0);
gl_Position = ViewProj * Model * vec4(position, 1.0);
}
}

View file

@ -9,7 +9,6 @@ layout(location = 1) out vec4 v_Color;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
@ -83,4 +82,4 @@ void main() {
v_Color = color;
gl_Position = ViewProj * SpriteTransform * vec4(vertex_position, 1.0);
}
}

View file

@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 1, binding = 0) uniform Transform {
@ -22,4 +21,4 @@ void main() {
v_Uv = Vertex_Uv;
vec3 position = Vertex_Position * vec3(NodeSize, 0.0);
gl_Position = ViewProj * Object * vec4(position, 1.0);
}
}

View file

@ -31,7 +31,6 @@ const VERTEX_SHADER: &str = r#"
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;

View file

@ -39,7 +39,6 @@ const VERTEX_SHADER: &str = r#"
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
vec4 CameraPos;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;