代码写完了,下一步调试运行
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#version 450
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// 输入变量(与顶点着色器输出对应)
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layout(location = 0) in vec2 inTexCoord;
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// 输出颜色
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layout(location = 0) out vec4 outColor;
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// 纹理采样器
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layout(binding = 0) uniform sampler2D texSampler;
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void main() {
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// 采样纹理
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outColor = texture(texSampler, inTexCoord);
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}
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#version 450
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// 硬编码的顶点数据 - 4个顶点组成三角形带覆盖整个屏幕
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// const vec2 positions[6] = vec2[6](
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// vec2( 1.0, 1.0), // 右上 - 三角形1
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// vec2(-1.0, 1.0), // 左上 - 三角形1
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// vec2(-1.0, -1.0), // 左下 - 三角形1
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// vec2(-1.0, -1.0), // 左下 - 三角形2
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// vec2( 1.0, -1.0), // 右下 - 三角形2
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// vec2( 1.0, 1.0) // 右上 - 三角形2
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// );
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const float offset = (640-480)/(480.0);
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const vec2 positions[6] = vec2[6](
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vec2( 1.0, -1.0 -offset), // 右下
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vec2(1.0, 1.0 + offset), // 右上 - 三角形1
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vec2(-1.0, 1.0 + offset), // 左上 - 三角形1
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vec2(-1.0, 1.0 + offset), // 左上 - 三角形2
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vec2( -1.0, -1.0-offset), // 左下 - 三角形2
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vec2( 1.0, -1.0-offset) // 右下 - 三角形2
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);
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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(0.0, 1.0), // 左上
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vec2(0.0, 0.0), // 左下
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vec2(0.0, 0.0), // 左下
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vec2(1.0, 0.0), // 右下
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vec2(1.0, 1.0) // 右上
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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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layout(location = 0) out vec2 outTexCoord;
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void main() {
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// 获取顶点位置
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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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gl_Position = vec4(position, 0.0, 1.0);
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// 输出纹理坐标
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outTexCoord = texCoords[gl_VertexIndex];
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}
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec3 fragLineStart;
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layout(location = 2) in vec3 fragLineEnd;
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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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vec2 fragPos = gl_FragCoord.xy;
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// 网格参数
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float gridSize = 14.0; // 网格大小
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float dotRadius = 6.0; // 点状半径
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// 计算当前片段所在的网格和网格中心坐标
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vec2 gridCoord = fragPos / gridSize;
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vec2 gridCenter = (floor(gridCoord) + 0.5) * gridSize;
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// 计算片段到网格中心的距离
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float distanceToCenter = length(fragPos - gridCenter);
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// 如果距离超过点状半径,丢弃(创建点状虚线)
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if (distanceToCenter > dotRadius && fragColor.y > 0.5) {
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discard;
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}
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outColor = vec4(fragColor, 1.0);
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragLineStart;
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layout(location = 2) out vec3 fragLineEnd;
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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(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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mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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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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fragLineStart = (worldviewproj * vec4(inLineStart, 1.0)).xyz;
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fragLineEnd = (worldviewproj * vec4(inLineEnd, 1.0)).xyz;
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}
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1, 0, 0, 1.0);
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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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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void main() {
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//mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//gl_Position = worldviewproj * vec4(inPosition, 1.0);
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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}
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#version 450
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// 从顶点着色器接收的颜色
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layout(location = 0) in vec3 fragColor;
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// 输出颜色
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0); // 使用传入的颜色
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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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(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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// 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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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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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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gl_PointSize = 2.0;
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}
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#version 450
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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 = 1) in vec3 inNormal;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColor, inUV);
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vec3 N = normalize(inNormal);
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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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#version 450
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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 = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConstants {
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float myValue;
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} pushConstants;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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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 = vec4(position, 0.5, 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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}
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