推送常量完成。
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@@ -16,9 +16,18 @@ layout(binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 view;
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} ubo;
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} ubo;
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layout(push_constant) uniform PushConstants {
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float myValue;
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} pushConstants;
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void main() {
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void main() {
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mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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gl_Position = worldviewproj * vec4(inPosition, 1.0);
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//gl_Position = worldviewproj * vec4(inPosition, 1.0);
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vec2 position = vec2(inPosition.xy*2 -1);
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//gl_Position = vec4(inPosition.xy*2 -1, 0.5, 1.0);
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position = position * pushConstants.myValue;
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gl_Position = vec4(position, 0.5, 1.0);
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fragColor = inColor;
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fragColor = inColor;
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@@ -11,13 +11,20 @@ layout(binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 view;
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} ubo;
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} ubo;
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layout(push_constant) uniform PushConstants {
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float myValue;
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} pushConstants;
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void main() {
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void main() {
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// 预计算MVP矩阵以减少乘法次数
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// 预计算MVP矩阵以减少乘法次数
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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//gl_Position = mvp * vec4(inPosition, 1.0);
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//gl_Position = mvp * vec4(inPosition, 1.0);
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gl_Position = vec4(inPosition.xy*2 -1, 0.5, 1.0);
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vec2 position = vec2(inPosition.xy*2 -1);
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//gl_Position = vec4(inPosition.xy*2 -1, 0.5, 1.0);
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position = position * pushConstants.myValue;
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gl_Position = vec4(position, 0.5, 1.0);
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fragColor = inColor;
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fragColor = inColor;
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gl_PointSize = 2.0;
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gl_PointSize = 2.0;
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