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labs/lsg: fix shared identity shader declaration
1 parent a4e3ab3 commit 4bb36f7

2 files changed

Lines changed: 5 additions & 6 deletions

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‎labs/lsg/renderer/vulkan_renderer.cpp‎

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Original file line numberDiff line numberDiff line change
@@ -1215,7 +1215,6 @@ RendererDiagnostics VulkanRenderer::diagnostics() const noexcept {
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out.effective_eye_luminance = state.lighting.effective_eye_luminance;
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out.filter_transmission = state.lighting.filter_transmission;
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out.polarization_strength = state.lighting.polarization_strength;
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const auto profile = normalize_character_profile_index(state.last_profile_index);
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out.pupil_target_radius = state.character.eye.target_pupil_radius;
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out.pupil_current_radius = state.character.eye.pupil_radius;
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return out;

‎labs/lsg/shaders/face_field.glsl‎

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -4,11 +4,11 @@
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#include "../include/rengine/lsg/face_field_contract.inc"
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layout(set = 0, binding = 4, std140) uniform CharacterIdentity {
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vec4 identity.face0;
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vec4 identity.face1;
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vec4 identity.face2;
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vec4 identity.face3;
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vec4 identity.face4;
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vec4 face0;
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vec4 face1;
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vec4 face2;
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vec4 face3;
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vec4 face4;
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vec4 basis0; // head pivot, half width, half height, depth
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vec4 basis1; // eye half spacing, eye Y, field version, reserved
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} identity;

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