still flickering? :(

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vfs committed 2026-02-18 08:15:17 +01:00
1 parent 19f2acc2ec
commit 268d417373
13 files changed
+412 -369

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+2 -1
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@@ -5,7 +5,8 @@ layout(set = 0, binding = 0) uniform sampler2D texSamplers[];
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 2) in flat uint tex_id;
layout(location = 2) in float alpha;
layout(location = 3) in flat uint tex_id;
layout(location = 0) out vec4 out_color;
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+27 -11
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@@ -1,5 +1,5 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_buffer_reference : require
struct Vertex {
vec2 pos;
@@ -9,20 +9,36 @@ struct Vertex {
uint textureID;
};
layout(std430, set = 0, binding = 1) readonly buffer VertexBuffer {
Vertex vertices[];
} vBuf;
layout(location = 0) in vec2 inPos; // Matches VK_FORMAT_R32G32_SFLOAT
layout(location = 1) in vec2 inTexCoord; // Matches VK_FORMAT_R32G32_SFLOAT
layout(location = 2) in vec4 inColor; // Matches VK_FORMAT_R32G32B32A32_SFLOAT
layout(location = 3) in float inAlpha; // Matches VK_FORMAT_R32_SFLOAT
layout(location = 4) in uint inTextureID; // Matches VK_FORMAT_R32_UINT
//layout(std430, set = 0, binding = 1) readonly buffer VertexBuffer {
// Vertex vertices[];
//} vBuf;
//layout(buffer_reference, std430) readonly buffer VertexBuffer{
// Vertex vertices[];
//};
//push constants block
//layout(push_constant) uniform constants {
// mat4 render_matrix;
// VertexBuffer vertexBuffer;
//} PushConstants;
layout(location = 0) out vec2 uv;
layout(location = 1) out vec4 color;
layout(location = 2) out flat uint tex_id;
layout(location = 2) out float alpha;
layout(location = 3) out flat uint tex_id;
void main() {
Vertex v = vBuf.vertices[gl_VertexIndex];
uv = v.uv;
color = v.color;
tex_id = v.textureID;
gl_Position = vec4(v.pos, 0.0, 1.0);
uv = inTexCoord;
color = inColor;
alpha = inAlpha;
tex_id = inTextureID;
gl_Position = vec4(inPos, 0.0, 1.0);
}
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