Allow shader to define the depth compare operator
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@@ -27,10 +27,9 @@ layout(set = 2, binding = 0) uniform RealCameraData
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layout(location = 0) out vec2 textureCoordinates;
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layout(location = 1) out float scaleOut;
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const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
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// Background plane positions are in clipped space
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const vec4 PLANE[4] = vec4[](
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vec4(1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(1, 1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, 1, FLOAT_MAX_LESS_THAN_1, 1)
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vec4(1, -1, 1, 1), vec4(-1, -1, 1, 1), vec4(1, 1, 1, 1), vec4(-1, 1, 1, 1)
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);
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const vec2 TEX_COORDS[4] = vec2[](
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vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
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