adding custom pipeline for water (what a journey to do so...)

This commit is contained in:
2025-06-02 00:00:08 +02:00
parent ce9335ba6a
commit f6decee5fa
22 changed files with 355 additions and 122 deletions

View File

@@ -9,8 +9,8 @@ int main(int ac, char** av)
{
Scop::ScopEngine engine(ac, av, "Vox", 0, 0, GetExecutablePath().parent_path().parent_path() / "ScopEngine/Assets");
Scop::Scene& splash_scene = SplashScreen();
std::shared_ptr<Scop::Shader> shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Fragment.spv", Scop::ShaderType::Fragment, Scop::DefaultShaderLayout);
std::shared_ptr<Scop::Shader> post_process_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/PostProcess.spv", Scop::ShaderType::Fragment, Scop::PostProcessShaderLayout);
std::shared_ptr<Scop::Shader> shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/Fragment.spv", Scop::ShaderType::Fragment, Scop::DefaultShaderLayout);
std::shared_ptr<Scop::Shader> post_process_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/PostProcess.spv", Scop::ShaderType::Fragment, Scop::PostProcessShaderLayout);
Scop::SceneDescriptor main_scene_desc;
main_scene_desc.fragment_shader = shader;