parent
3ac12b5667
commit
403d851d63
29 changed files with 1195 additions and 1166 deletions
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@ -22,6 +22,7 @@
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#include <chrono>
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#include <chrono>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <string>
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#include <string>
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#include <array>
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#include <array>
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <gli/gli.hpp>
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#include <gli/gli.hpp>
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@ -17,6 +17,7 @@
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#include <array>
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#include <array>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -152,7 +153,7 @@ public:
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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{
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zoom = -1.0f;
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zoom = -1.5f;
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rotation = { 0.0f, 0.0f, 0.0f };
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rotation = { 0.0f, 0.0f, 0.0f };
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title = "Vulkan Example - Distance field fonts";
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title = "Vulkan Example - Distance field fonts";
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}
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}
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@ -688,8 +689,8 @@ public:
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{
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{
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// Vertex shader
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// Vertex shader
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glm::mat4 viewMatrix = glm::mat4();
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glm::mat4 viewMatrix = glm::mat4();
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uboVS.projection = glm::perspective(glm::radians(splitScreen ? 45.0f : 60.0f), (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 0.001f, 256.0f);
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uboVS.projection = glm::perspective(glm::radians(splitScreen ? 45.0f : 45.0f), (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 0.001f, 256.0f);
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, splitScreen ? zoom : zoom - 2.0f));
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uboVS.model = glm::mat4();
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uboVS.model = glm::mat4();
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uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(0, 0, 0));
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uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(0, 0, 0));
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <thread>
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#include <thread>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <gli/gli.hpp>
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#include <gli/gli.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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// Set depth bias (aka "Polygon offset")
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vkCmdSetDepthBias(
offScreenCmdBuffer,
depthBiasConstant,
0.0f,
depthBiasSlope);
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vkCmdSetDepthBias(
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offScreenCmdBuffer,
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depthBiasConstant,
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0.0f,
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depthBiasSlope);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
|
#include <glm/gtc/matrix_inverse.hpp>
|
||||||
|
|
|
||||||
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Add table
Add a link
Reference in a new issue