parent
a0ae08864d
commit
3f92d4c0df
5 changed files with 0 additions and 8 deletions
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@ -2,7 +2,6 @@
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layout (location = 0) in vec3 inWorldPos;
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layout (location = 0) in vec3 inWorldPos;
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layout (location = 1) in vec3 inNormal;
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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 (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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@ -1,11 +1,7 @@
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#version 450
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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 = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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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 (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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@ -17,7 +13,6 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec3 outWorldPos;
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layout (location = 0) out vec3 outWorldPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec2 outUV;
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layout(push_constant) uniform PushConsts {
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layout(push_constant) uniform PushConsts {
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vec3 objPos;
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vec3 objPos;
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@ -33,6 +28,5 @@ void main()
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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outWorldPos = locPos + pushConsts.objPos;
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outWorldPos = locPos + pushConsts.objPos;
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outNormal = mat3(ubo.model) * inNormal;
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outNormal = mat3(ubo.model) * inNormal;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
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gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
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}
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}
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@ -332,7 +332,6 @@ public:
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV
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};
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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