You can just add a parameter struct to your shader type and then call SetShaderParameters(). No more need for global uniform buffers (unless you want to :3). Shader invocation: When you have declared your shader
Beerus is a web framework developed entirely in go, Based on net/http, it extends the management of routes, adds interceptors, session management, receiving parameters with struct, parameter validation, etc. It also provides WebSocket support to upgrade
This will be one of the inputs to the depth of field shader. 💡 Note that parameters.x is the separation parameter. Mixing // ... float focalLengthSharpness = 100; float blurRate = 6; // ... Feel free to tweak these two parameters. focalLengthSharpness affects how out of focus ...
struct vk_op_soft_max_push_constants { @@ -2121,6 +2125,7 @@ static void ggml_vk_load_shaders(vk_device& device) { ggml_vk_create_pipeline(device, device->pipeline_norm_f32, "norm_f32", norm_f32_len, norm_f32_data, "main", 2, sizeof(vk_op_push_constants), {1, 1, ...