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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define MAX_SCENE_MESH_COUNT 2048
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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struct MVPUniform
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{
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mat4 model;
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mat4 view_proj;
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mat4 scale;
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mat4 padding;
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};
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layout(set = 0, binding = 1) buffer MVPUniformArray
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{
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MVPUniform uniform_data[MAX_SCENE_MESH_COUNT];
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} mvp_array;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_array.uniform_data[gl_InstanceIndex].model * mvp_array.uniform_data[gl_InstanceIndex].scale * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_array.uniform_data[gl_InstanceIndex].model) * normal;
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gl_Position = mvp_array.uniform_data[gl_InstanceIndex].view_proj * o_pos;
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}
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