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Broadly it looks OK, but we don't know what else is being doing by the rest of your application, perhaps it has another DescrptorSet that is being applied on set=0, binding=0. |
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I finished my vsgshadertoy example, which allows rendering a shadertoy.com like shader in a vsg window. I submitted the result as a pull request to vsgExamples. I'd be happy to receive feedback about how I can improve my VSG usage and understanding. |
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In my quest of learning VSG I have extracted from the example source code that to create a uniform that I can change every frame I need to do the following four steps in C++:
ToyUniform
containing the uniform variablesusing ToyUniformValue = vsg::Value<ToyUniform>
create
and assign set it up as follows:The
descriptorSet
is then used as invsgdraw.cpp
.On the shader side I declared it in a uniform and used it as follows in the vertex shader:
However, in the fragment shader, by writing the following shader I realized that the uniform is not initialized and the following shader outputs a constant red image.
What am I missing?
Thanks in advance!
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