fix: UBO binding 0 visible to fragment shader — lights now work

Root cause: descriptor set layout binding 0 (SceneUBO) had stageFlags=Vertex
only. Fragment shader reads numLights, lights[], shadowParams[] from UBO
but couldn't access it. Changed to Vertex|Fragment.
This commit is contained in:
emil28092005
2026-06-19 08:07:44 +03:00
parent c3cca30bba
commit d0af9b5c2d
2 changed files with 6 additions and 1 deletions
+5
View File
@@ -28,3 +28,8 @@ Pos=772,456
Size=507,263
Collapsed=0
[Window][Shadow & Light Parameters]
Pos=-1,195
Size=427,372
Collapsed=0
+1 -1
View File
@@ -220,7 +220,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
binding = 0,
descriptorType = VkDescriptorType.UniformBuffer,
descriptorCount = 1,
stageFlags = VkShaderStageFlags.Vertex,
stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment,
};
bindings[1] = new VkDescriptorSetLayoutBinding
{