skaarj1989 / framegraph-example Goto Github PK
View Code? Open in Web Editor NEWOpenGL Renderer w/ FrameGraph
License: MIT License
OpenGL Renderer w/ FrameGraph
License: MIT License
It happens from ShadowRenderer::_createBasePassPipeline
. After watching generated vs and fs codes, it looks that none of struct Transform
data is used by fs codes so the uniform maybe inactive?
Why I think it is inactive is based on knowledges from https://gamedev.stackexchange.com/questions/68482/glgetuniformlocation-returns-1
.
I am sure that I get everything build success and copied assets and shaders. Any hints?
In the GBuffer pass, a vertex shader does not write to fragPos
and normal
/TBN
(to fragment shader).
This results in no lighting (the final image is black).
The same VAO, vertex shader and very similar fragment shader are used in the ReflectiveShadowMap pass with correct output.
This problem happens on AMD only, works fine with:
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