WIP: Working for some reason

fix-depth
itycodes 3 days ago
parent e26cb6b13d
commit 5f81f863fd

@ -14,12 +14,13 @@ layout(push_constant, std430) uniform pc {
}; };
void main() { void main() {
outColor = vec4(vec3(pos_post.z / pos_post.w), 1.0); //outColor = vec4(vec3(1.0), 1.0);
//if(pos_post.z <= 0.0) { //if(pos_post.z <= 0.0) {
// outColor = vec4(1.0); // outColor = vec4(1.0);
//} //}
//outColor = normal.xyz; //outColor = normal.xyz;
//outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0); outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
//gl_FragDepth = pos_post.z / pos_post.w; //gl_FragDepth = pos_post.z / pos_post.w;
//gl_FragDepth = gl_FragCoord.z;
} }

@ -26,4 +26,5 @@ void main() {
//outColor = normal.xyz; //outColor = normal.xyz;
//outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0); //outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0);
//gl_FragDepth = pos_post.z / pos_post.w; //gl_FragDepth = pos_post.z / pos_post.w;
//gl_FragDepth = gl_FragCoord.z;
} }

@ -9,5 +9,5 @@ layout(location = 0) in vec4 pos_pre;
void main() { void main() {
outColor = texture(combined_image, vec3(pos_pre)); outColor = texture(combined_image, vec3(pos_pre));
gl_FragDepth = 0.99; gl_FragDepth = 0.001;
} }

@ -221,7 +221,7 @@ fn setup_pipeline(
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default() let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true) .depth_test_enable(true)
.depth_write_enable(true) .depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS) .depth_compare_op(vk::CompareOp::GREATER)
.depth_bounds_test_enable(false) .depth_bounds_test_enable(false)
.stencil_test_enable(false) .stencil_test_enable(false)
.min_depth_bounds(0.0) .min_depth_bounds(0.0)

@ -344,7 +344,7 @@ fn setup_pipeline(
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default() let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true) .depth_test_enable(true)
.depth_write_enable(true) .depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS) .depth_compare_op(vk::CompareOp::GREATER)
.depth_bounds_test_enable(false) .depth_bounds_test_enable(false)
.stencil_test_enable(false) .stencil_test_enable(false)
.min_depth_bounds(0.0) .min_depth_bounds(0.0)

@ -131,7 +131,7 @@ impl Game<InWorld> {
}, },
vk::ClearValue { vk::ClearValue {
depth_stencil: vk::ClearDepthStencilValue { depth_stencil: vk::ClearDepthStencilValue {
depth: 1.0, depth: 0.0,
stencil: 0, stencil: 0,
}, },
}, },

@ -252,7 +252,7 @@ fn setup_pipeline(
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default() let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true) .depth_test_enable(true)
.depth_write_enable(true) .depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS) .depth_compare_op(vk::CompareOp::GREATER)
.depth_bounds_test_enable(true) .depth_bounds_test_enable(true)
.stencil_test_enable(false) .stencil_test_enable(false)
.min_depth_bounds(0.0) .min_depth_bounds(0.0)

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