parent
79ec9b126b
commit
0f8a349f0c
7 changed files with 37 additions and 26 deletions
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@ -5,16 +5,25 @@ layout (set = 0, binding = 2) uniform sampler samplers[3];
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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 = 2) flat in int inSamplerIndex;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 5) in vec3 inLightVec;
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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int samplerIndex;
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} ubo;
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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(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
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vec4 color = texture(sampler2D(textureColor, samplers[uniform.samplerIndex]), inUV, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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@ -16,21 +16,14 @@ layout (binding = 0) uniform UBO
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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 = 2) flat out int outSamplerIndex;
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layout (location = 3) out vec3 outNormal;
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layout (location = 4) out vec3 outViewVec;
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layout (location = 5) out vec3 outLightVec;
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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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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outUV = inUV * vec2(2.0, 1.0);
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outLodBias = ubo.lodBias;
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outSamplerIndex = ubo.samplerIndex;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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