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adding custom pipeline for water (what a journey to do so...)
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@@ -31,16 +31,18 @@ namespace Scop
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void Shader::GeneratePipelineLayout(ShaderLayout layout)
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{
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for(auto& [n, set] : layout.set_layouts)
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for(auto& [_, set] : layout.set_layouts)
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{
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std::vector<VkDescriptorSetLayoutBinding> bindings(set.binds.size());
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for(std::size_t i = 0; i < set.binds.size(); i++)
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std::size_t i = 0;
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for(auto& [bind, type] : set.binds)
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{
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bindings[i].binding = set.binds[i].first;
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bindings[i].binding = bind;
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bindings[i].descriptorCount = 1;
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bindings[i].descriptorType = set.binds[i].second;
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bindings[i].descriptorType = type;
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bindings[i].pImmutableSamplers = nullptr;
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bindings[i].stageFlags = m_stage;
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i++;
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}
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m_set_layouts.emplace_back(kvfCreateDescriptorSetLayout(RenderCore::Get().GetDevice(), bindings.data(), bindings.size()));
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Message("Vulkan: descriptor set layout created");
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