Use new sample building scene for subpass example, added transparent texture
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81885abeb6
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9 changed files with 1681 additions and 13 deletions
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@ -14,7 +14,7 @@ layout (location = 1) out vec4 outPosition;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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layout (constant_id = 0) const int NUM_LIGHTS = 32;
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layout (constant_id = 0) const int NUM_LIGHTS = 64;
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struct Light {
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vec4 position;
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@ -67,9 +67,9 @@ void main()
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// Specular map values are stored in alpha of albedo mrt
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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//vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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fragcolor += diff + spec;
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fragcolor += diff;// + spec;
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}
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outFragcolor = vec4(fragcolor, 1.0);
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@ -4,6 +4,7 @@
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#extension GL_ARB_shading_language_420pack : enable
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerPositionDepth;
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layout (binding = 2) uniform sampler2D samplerTexture;
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec2 inUV;
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@ -28,6 +29,5 @@ void main ()
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discard;
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};
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outColor.rgb = vec3(0.0, 0.25, 0.86);
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outColor.a = 0.5;
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outColor = texture(samplerTexture, inUV);
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}
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