Updated (multi) indirect draw example
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23 changed files with 1565 additions and 214 deletions
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glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
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glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
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28
data/shaders/indirectdraw/ground.frag
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28
data/shaders/indirectdraw/ground.frag
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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 = 2) uniform sampler2D samplerColor;
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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 vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Last array layer is terrain tex
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vec4 color = texture(samplerColor, inUV);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.65);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.1);
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outFragColor = vec4((ambient + diffuse) * color.rgb + specular, 1.0);
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}
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BIN
data/shaders/indirectdraw/ground.frag.spv
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BIN
data/shaders/indirectdraw/ground.frag.spv
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42
data/shaders/indirectdraw/ground.vert
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42
data/shaders/indirectdraw/ground.vert
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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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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor;
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outUV = inUV * 32.0;
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vec4 pos = vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.modelview * pos;
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vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
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vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0);
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outLightVec = lPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
data/shaders/indirectdraw/ground.vert.spv
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data/shaders/indirectdraw/ground.vert.spv
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@ -7,28 +7,24 @@ layout (binding = 1) uniform sampler2DArray samplerArray;
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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 inEyePos;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inUV;
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layout (location = 2) in vec3 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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void main()
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{
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vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
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vec4 color = texture(samplerArray, inUV);
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if (color.a < 0.5)
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{
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discard;
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}
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.1), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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float specular = 0.75;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 32.0) * specular;
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outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular);
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}
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.65);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
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}
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Binary file not shown.
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@ -12,22 +12,20 @@ layout (location = 3) in vec3 inColor;
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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in vec3 instanceRot;
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layout (location = 6) in vec3 instanceColor;
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layout (location = 7) in float instanceScale;
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layout (location = 8) in int instanceTexIndex;
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layout (location = 6) in float instanceScale;
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layout (location = 7) in int instanceTexIndex;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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float time;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outUV;
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layout (location = 2) out vec3 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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@ -36,8 +34,9 @@ out gl_PerVertex
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void main()
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{
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outColor = instanceColor;
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outColor = inColor;
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outUV = vec3(inUV, instanceTexIndex);
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outUV.t = 1.0 - outUV.t;
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mat4 mx, my, mz;
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@ -51,8 +50,8 @@ void main()
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mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
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// rotate around y
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s = sin(instanceRot.y + ubo.time);
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c = cos(instanceRot.y + ubo.time);
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s = sin(instanceRot.y);
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c = cos(instanceRot.y);
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my[0] = vec4(c, 0.0, s, 0.0);
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my[1] = vec4(0.0, 1.0, 0.0, 0.0);
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@ -74,10 +73,10 @@ void main()
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
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outEyePos = vec3(ubo.view * pos);
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gl_Position = ubo.projection * ubo.modelview * pos;
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gl_Position = ubo.projection * ubo.view * pos;
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vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.view;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
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vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0);
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outLightVec = lPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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data/shaders/indirectdraw/skysphere.frag
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data/shaders/indirectdraw/skysphere.frag
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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 = 2) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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const vec4 gradientStart = vec4(0.93, 0.9, 0.81, 1.0);
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const vec4 gradientEnd = vec4(0.35, 0.5, 1.0, 1.0);
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outFragColor = mix(gradientStart, gradientEnd, min(0.5 - inUV.t, 0.5)/0.15 + 0.5);
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}
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BIN
data/shaders/indirectdraw/skysphere.frag.spv
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data/shaders/indirectdraw/skysphere.frag.spv
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28
data/shaders/indirectdraw/skysphere.vert
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28
data/shaders/indirectdraw/skysphere.vert
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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 = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2(inUV.s, 1.0-inUV.t);
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// Skysphere always at center, only use rotation part of modelview matrix
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gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0);
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}
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BIN
data/shaders/indirectdraw/skysphere.vert.spv
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BIN
data/shaders/indirectdraw/skysphere.vert.spv
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