Running Sample_ScreenSpaceReflections with Vulkan backend cause segmentation fault for me:
WARNING: material SSR/ScreenSpaceReflectionsVectors has no supportable Techniques and will be blank. Explanation:
Pass 0: Fragment program SSR/ScreenSpaceReflectionsVectors_ps cannot be used - not supported.
Segmentation fault (core dumped)
The fix I found is to modify shaders to use vulkan_layout() and other macros defined by Ogre in RootLayouts.md and disabling memoryless_depth_buffer.
My question is what would be the preferred way of organising folders/files? Should all the modified shaders still reside in the GLSL folder, or is it worth keeping original ones there and just have a VK folder with modified version? I can see some shaders having implementation with these macros in GLSL, but not all of them.
Thanks in advance.
Running Sample_ScreenSpaceReflections with Vulkan backend cause segmentation fault for me:
The fix I found is to modify shaders to use
vulkan_layout()and other macros defined by Ogre inRootLayouts.mdand disablingmemoryless_depth_buffer.My question is what would be the preferred way of organising folders/files? Should all the modified shaders still reside in the GLSL folder, or is it worth keeping original ones there and just have a VK folder with modified version? I can see some shaders having implementation with these macros in GLSL, but not all of them.
Thanks in advance.