Split sample into header and source files due to complexity
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6 changed files with 1122 additions and 1077 deletions
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@ -1,6 +1,6 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (set = 2, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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@ -18,7 +18,7 @@ layout(push_constant) uniform PushConsts {
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mat4 model;
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} primitive;
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layout(std430, set = 2, binding = 0) readonly buffer JointMatrices {
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layout(std430, set = 1, binding = 0) readonly buffer JointMatrices {
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mat4 jointMatrices[];
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};
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@ -43,8 +43,9 @@ void main()
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gl_Position = uboScene.projection * uboScene.view * primitive.model * skinMat * vec4(inPos.xyz, 1.0);
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outNormal = normalize(transpose(inverse(mat3(uboScene.view * primitive.model * skinMat))) * inNormal);
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vec4 pos = uboScene.view * vec4(inPos, 1.0);
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outNormal = mat3(uboScene.view) * inNormal;
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vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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