i want to overlay and mix them in my fragment shader, but when i bind multiple textures it always falls back to the first image i bind.
For example
+If i only output the color of the pacman image it outputs correctly
+if i sample pacman image and then output flower image, it outpus correctly
+if i sample both pacman and flower image output brick image,it outputs correctly
BUT !
+if i dont sample pacman and try to output flower or brick texture, output color always fallsback to pacman image
Having a difficult time when i try use multiple resources.
Now, i have three images
->Pacman image (First Image) ->Flower image (Second Image) ->Brick image (Third Image)
i want to overlay and mix them in my fragment shader, but when i bind multiple textures it always falls back to the first image i bind.
For example
+If i only output the color of the pacman image it outputs correctly +if i sample pacman image and then output flower image, it outpus correctly +if i sample both pacman and flower image output brick image,it outputs correctly
BUT !
+if i dont sample pacman and try to output flower or brick texture, output color always fallsback to pacman image
This is my fragment shader code
` private const string FragmentCode = @"
version 450
` This image outpus the first image which is the first resource set that i bind to fragment shader stage.
This is how i create my texture,textureView,resourceLayout and resourceSets
I must be missing something vital here or is this some kind of bug.
My guess is doing something wrong with resource sets or layout set&binding numbers in the fragment shader
BTW I tried both opengl and dx11 backend i did no difference