Removed unused instance and vertex attributes
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01b3aefde2
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10b3d0b53c
7 changed files with 15 additions and 44 deletions
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@ -7,8 +7,8 @@ layout (constant_id = 0) const int MAX_LOD_LEVEL = 5;
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struct InstanceData
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{
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vec4 pos;
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vec4 rot;
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vec3 pos;
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float scale;
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};
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// Binding 0: Instance input data for culling
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@ -5,9 +5,8 @@
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inUV;
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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 = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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@ -6,14 +6,11 @@
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// Vertex attributes
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (location = 2) in vec3 inColor;
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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in vec3 instanceRot;
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layout (location = 6) in float instanceScale;
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layout (location = 7) in float instanceTexIndex;
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layout (location = 5) in float instanceScale;
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layout (binding = 0) uniform UBO
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{
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@ -23,9 +20,8 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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out gl_PerVertex
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{
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@ -35,12 +31,10 @@ out gl_PerVertex
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void main()
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{
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outColor = inColor;
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outUV = vec3(inUV, instanceTexIndex);
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outUV.t = 1.0 - outUV.t;
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outNormal = inNormal;// * mat3(rotMat);
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outNormal = inNormal;
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0)/* rotMat*/;
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0);
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gl_Position = ubo.projection * ubo.modelview * pos;
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