Continued work on multi threaded rendering example (wip)
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5 changed files with 208 additions and 141 deletions
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@ -11,6 +11,7 @@ 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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mat4 model;
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vec4 lightPos;
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} ubo;
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@ -28,12 +29,12 @@ layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor * pushConsts.color;
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outColor = inColor;// * pushConsts.color;
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gl_Position = ubo.projection * ubo.view * pushConsts.model * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.view * pushConsts.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.view * pushConsts.model) * inNormal;
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vec4 pos = ubo.view * ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.view * ubo.model) * inNormal;
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vec3 lPos = ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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