放到android 包里面
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@@ -25,20 +25,6 @@ const vec2 positions[6] = vec2[6](
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//const float offset = (640-480)/(640.0*2); // 假设宽高比为4:3
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// const float offset = 0;
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// const vec2 positions[6] = vec2[6](
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// vec2( -1.0 - offset, 1.0), // 右上 -> 左上
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// vec2(-1.0 - offset, -1.0), // 左上 - 左下
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// vec2(1.0 + offset, -1.0), // 左下 - 右下
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// vec2(1.0 + offset, -1.0), // 左下 - 右下
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// vec2( 1.0 + offset, 1.0), // 右下 - 右上
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// vec2( -1.0 - offset, 1.0) // 右上 - 左上
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// );
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const vec2 texCoords[6] = vec2[6](
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const vec2 texCoords[6] = vec2[6](
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vec2(1.0, 1.0), // 右上
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vec2(1.0, 1.0), // 右上
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@@ -50,12 +36,19 @@ const vec2 texCoords[6] = vec2[6](
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vec2(1.0, 1.0) // 右上
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vec2(1.0, 1.0) // 右上
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);
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);
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// 定义 Push Constant,只有一个 float
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layout(push_constant) uniform PushConstants {
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float myValue;
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} pushConstants;
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// 输出变量
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// 输出变量
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 0) out vec2 outTexCoord;
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void main() {
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void main() {
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// 获取顶点位置
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// 获取顶点位置
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vec2 position = positions[gl_VertexIndex];
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vec2 position = positions[gl_VertexIndex];
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position = position * pushConstants.myValue;
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// 设置输出位置(Vulkan使用不同的坐标系)
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// 设置输出位置(Vulkan使用不同的坐标系)
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gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = vec4(position, 0.0, 1.0);
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@@ -6,6 +6,20 @@ layout(location = 2) in vec3 fragLineEnd;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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layout(binding = 1) uniform DashParameters {
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float dashSize;
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float gapSize;
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float dashOffset;
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float uAASize;
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int useWorldSpace;
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} dashParams;
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void main() {
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void main() {
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vec2 fragPos = gl_FragCoord.xy;
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vec2 fragPos = gl_FragCoord.xy;
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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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@@ -11,11 +11,21 @@ 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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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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}
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}
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@@ -1,41 +1,26 @@
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#version 450
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#version 450
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/* Copyright (c) 2019-2024, Sascha Willems
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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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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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void main()
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{
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{
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vec4 color = texture(samplerColor, inUV, inLodBias);
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vec4 color = texture(samplerColor, inUV);
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vec3 N = normalize(inNormal);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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vec4 textureColor = color;
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if (textureColor.a < 0.1) {
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//textureColor = vec4(0.2, 0.2, 0.2, 0.5);
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discard;
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}
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outFragColor = textureColor;
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// outFragColor = vec4(1, 0, 0, 1);
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}
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}
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@@ -1,20 +1,5 @@
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#version 450
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#version 450
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/* Copyright (c) 2019-2024, Sascha Willems
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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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layout (location = 0) in vec3 inPos;
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 1) in vec2 inUV;
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@@ -29,10 +14,11 @@ layout (binding = 0) uniform UBO
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} ubo;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout(push_constant) uniform PushConstants {
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layout (location = 4) out vec3 outLightVec;
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float myValue;
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} pushConstants;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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@@ -42,16 +28,12 @@ out gl_PerVertex
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void main()
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void main()
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{
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{
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outUV = inUV;
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outUV = inUV;
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outLodBias = ubo.lodBias;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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vec2 position = vec2(inPos.xy*2 -1);
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position = position * pushConstants.myValue;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = vec4(position, 0.5, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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}
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