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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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@@ -37,9 +37,10 @@ bool samplers::create(device const &Device, float Anisotropy, std::string &Reaso
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}
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if (Compare)
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{
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// reverse z: the fragment is lit where it's nearer the light than the map, its depth greater
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// as GL_LEQUAL of the opengl renderer: 1 (in the shadow) where the reference isn't nearer the light than the map (reverse
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// z: its depth isn't greater), the shaders take the result as the amount of the shadow
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info.compareEnable = VK_TRUE;
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info.compareOp = VK_COMPARE_OP_GREATER_OR_EQUAL;
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info.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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}
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if (!VK14_VERIFY(vkCreateSampler(handle, &info, nullptr, &Sampler)))
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@@ -53,7 +54,7 @@ bool samplers::create(device const &Device, float Anisotropy, std::string &Reaso
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};
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return make(repeat_aniso, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_REPEAT, true, Anisotropy, false, "repeat aniso") && make(clamp_aniso, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, true, Anisotropy, false, "clamp aniso") &&
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make(clamp_linear, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, true, 1.f, false, "clamp linear") && make(clamp_nearest, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, false, 1.f, false, "clamp nearest") &&
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make(shadow, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER, false, 1.f, true, "shadow");
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make(shadow, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, false, 1.f, true, "shadow");
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}
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void samplers::destroy(VkDevice Device)
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