Removed GL_ARB_separate_shader_objects and GL_ARB_shading_language_420pack extensions from all shaders
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c3e39e555a
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192 changed files with 0 additions and 576 deletions
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D colorMap;
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layout (location = 0) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 0) uniform UBO
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D colorMap;
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layout (location = 0) in vec3 inNormal;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform samplerCube samplerCubeMap;
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layout (location = 0) in vec3 inUVW;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (constant_id = 0) const int MAX_LOD_LEVEL = 5;
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struct InstanceData
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 inViewVec;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColorMap;
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layout (binding = 1) uniform sampler2D samplerGradientRamp;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inVel;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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struct Particle
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{
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vec4 pos;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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struct Particle
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{
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vec4 pos;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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struct Particle
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{
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vec2 pos;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerColorMap;
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layout (binding = 1) uniform sampler2D samplerGradientRamp;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec4 inGradientPos;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 3) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 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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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerPosition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 = 3) in vec3 inNormal;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2DMS samplerPosition;
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layout (binding = 2) uniform sampler2DMS samplerNormal;
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layout (binding = 3) uniform sampler2DMS samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2DMS samplerPosition;
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layout (binding = 2) uniform sampler2DMS samplerNormal;
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layout (binding = 3) uniform sampler2DMS samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerPosition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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#version 420
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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||||
|
||||
#define LIGHT_COUNT 3
|
||||
|
||||
layout (triangles, invocations = LIGHT_COUNT) in;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
|
||||
layout (location = 0) out int outInstanceIndex;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 2) uniform sampler2D colorMap;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
float tessLevel;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColor;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColor;
|
||||
|
||||
layout (binding = 2) uniform UBO
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inEyePos;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (triangles) in;
|
||||
layout (line_strip, max_vertices = 6) out;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerColor0;
|
||||
layout (binding = 1) uniform sampler2D samplerColor1;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerColor0;
|
||||
layout (binding = 1) uniform sampler2D samplerColor1;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform samplerCube samplerEnvMap;
|
||||
|
||||
layout (location = 0) in vec3 inUVW;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 2) uniform sampler2D samplerColor;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
// Vertex attributes
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2DArray samplerArray;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
// Vertex attributes
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 2) uniform sampler2D samplerColor;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
// Vertex attributes
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2DArray samplerArray;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
// Vertex attributes
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColorMap;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColorMap;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 3) in vec3 inViewVec;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inUVW;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
|
||||
layout (std140, push_constant) uniform PushConsts
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in float inVisible;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColor;
|
||||
layout (binding = 2) uniform sampler2D samplerColorMap;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inEyePos;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
layout (location = 3) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform sampler2D samplerColor;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
|
|
|||
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Reference in a new issue