Always null textures for all slots because the vulkan target is an OpenGL emulator ;)
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5 changed files with 24 additions and 4 deletions
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@ -228,7 +228,8 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 4; // Always force minimum 1 texture as the shader requires it
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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pipelineKey.NumTextureLayers = std::max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (mSpecialEffect > EFF_NONE)
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{
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pipelineKey.SpecialEffect = mSpecialEffect;
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