@@ -61,7 +61,8 @@ layout(ANKI_UBO_BINDING(1, 0), row_major) uniform u0_
vec4 u_color;
};
-#if DITHERED_DEPTH_TEST == 1
+// NOTE: Don't eliminate the binding because it confuses the descriptor set creation
+#if DITHERED_DEPTH_TEST == 1 || 1
layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_depthRt;
#endif
@@ -1134,14 +1134,7 @@ void ShaderProgramResource::initVariant(ConstWeakArray<ShaderProgramResourceMuta
progInf.m_shaders[i] = getManager().getGrManager().newShader(inf);
}
- if(!m_compute)
- {
- variant.m_prog = getManager().getGrManager().newShaderProgram(progInf);
- }
- else
+ variant.m_prog = getManager().getGrManager().newShaderProgram(progInf);
} // end namespace anki