Fix shader slot type assignment;
@@ -3791,7 +3791,6 @@ void lovrPassSetShader(Pass* pass, Shader* shader) {
}
pass->bindings[i].number = i;
- pass->bindings[i].type = shader->resources[i].type;
if (shader->bufferMask & bit) {
pass->bindings[i].buffer.object = state.defaultBuffer->gpu;
@@ -4187,6 +4186,7 @@ static void bindBundles(Pass* pass, Draw* draw, Shader* shader) {
for (uint32_t i = 0; i < shader->resourceCount; i++) {
bindings[i] = pass->bindings[shader->resources[i].binding];
+ bindings[i].type = shader->resources[i].type;
}
gpu_bundle_info info = {
