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Vulkan: Fixing duplicate binding for two buffers in selection rendering shader

BearishSun 9 anni fa
parent
commit
eb6479dc4b
1 ha cambiato i file con 2 aggiunte e 2 eliminazioni
  1. 2 2
      Data/Raw/Editor/Includes/SelectionBase.bslinc

+ 2 - 2
Data/Raw/Editor/Includes/SelectionBase.bslinc

@@ -179,13 +179,13 @@ Technique
 			vec4 gl_Position;
 			vec4 gl_Position;
 		};
 		};
 		
 		
-		layout(binding = 0) uniform VertUBO
+		layout(binding = 1) uniform VertUBO
 		{
 		{
 			mat4 matWorldViewProj;
 			mat4 matWorldViewProj;
 		};	
 		};	
 		
 		
 #ifdef USE_SKELETON
 #ifdef USE_SKELETON
-		layout(binding = 1) uniform samplerBuffer boneMatrices;
+		layout(binding = 2) uniform samplerBuffer boneMatrices;
 		
 		
 		void getBoneMatrix(int idx, out mat4x3 result)
 		void getBoneMatrix(int idx, out mat4x3 result)
 		{
 		{