diff --git a/src/common/rendering/vulkan/shaders/vk_shader.cpp b/src/common/rendering/vulkan/shaders/vk_shader.cpp index df065e1ce..49a7536b2 100644 --- a/src/common/rendering/vulkan/shaders/vk_shader.cpp +++ b/src/common/rendering/vulkan/shaders/vk_shader.cpp @@ -172,6 +172,7 @@ static const char *shaderBindings = R"( }; layout(set = 0, binding = 4) uniform sampler2D ShadowMap; + layout(set = 0, binding = 5) uniform sampler2DArray LightMap; // textures layout(set = 1, binding = 0) uniform sampler2D tex; diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 09b7db863..15af579a9 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -7,12 +7,11 @@ layout(location = 3) in vec3 glowdist; layout(location = 4) in vec3 gradientdist; layout(location = 5) in vec4 vWorldNormal; layout(location = 6) in vec4 vEyeNormal; -layout(location = 7) in vec3 vLightmap; +layout(location = 9) in vec3 vLightmap; #ifdef NO_CLIPDISTANCE_SUPPORT layout(location = 7) in vec4 ClipDistanceA; layout(location = 8) in vec4 ClipDistanceB; -layout(location = 9) in vec3 vLightmap; #endif layout(location=0) out vec4 FragColor; diff --git a/wadsrc/static/shaders/glsl/main.vp b/wadsrc/static/shaders/glsl/main.vp index f952e5f21..ef28da1fe 100644 --- a/wadsrc/static/shaders/glsl/main.vp +++ b/wadsrc/static/shaders/glsl/main.vp @@ -5,26 +5,24 @@ layout(location = 2) in vec4 aColor; layout(location = 0) out vec4 vTexCoord; layout(location = 1) out vec4 vColor; -layout(location = 2) out vec3 vLightmap; +layout(location = 9) out vec3 vLightmap; #ifndef SIMPLE // we do not need these for simple shaders layout(location = 3) in vec4 aVertex2; layout(location = 4) in vec4 aNormal; layout(location = 5) in vec4 aNormal2; +layout(location = 6) in vec3 aLightmap; layout(location = 2) out vec4 pixelpos; layout(location = 3) out vec3 glowdist; layout(location = 4) out vec3 gradientdist; layout(location = 5) out vec4 vWorldNormal; layout(location = 6) out vec4 vEyeNormal; - -layout(location = 7) in vec3 aLightmap; #endif #ifdef NO_CLIPDISTANCE_SUPPORT layout(location = 7) out vec4 ClipDistanceA; layout(location = 8) out vec4 ClipDistanceB; -layout(location = 9) in vec3 aLightmap; #endif void main()