10-13-2020 01:09 PM
#version 450
#extension GL_KHR_vulkan_glsl : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_multiview : enable
layout(set = 0, binding = 2) uniform sampler2D colorSampler;
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
void main()
{
float x = (sin(gl_FragCoord.x/20.0)+1.0)/2.0;
outColor = vec4(1.0,0.0,0.0,x)
}
My pipeline blend config is:VkPipelineColorBlendAttachmentState colorBlendAttachment = {};The wackiest bit is that this works perfectly (as expected) when run from pcvr (with no major differences in code paths between the two: same spirv, same pipeline generation, etc...).
//alpha blend
colorBlendAttachment.colorWriteMask =
VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT |
0;
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; VkPipelineColorBlendStateCreateInfo colorBlendInfo = {};
colorBlendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlendInfo.logicOpEnable = VK_FALSE;
colorBlendInfo.logicOp = VK_LOGIC_OP_COPY;
colorBlendInfo.attachmentCount = 1;
colorBlendInfo.pAttachments = &colorBlendAttachment;
colorBlendInfo.blendConstants[0] = 0.0f;
colorBlendInfo.blendConstants[1] = 0.0f;
colorBlendInfo.blendConstants[2] = 0.0f;
colorBlendInfo.blendConstants[3] = 0.0f;
10-14-2020 07:24 AM