Started working on sample showing comparing separate/interleaved vertex attributes
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data/shaders/glsl/vertexattributes/scene.frag
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data/shaders/glsl/vertexattributes/scene.frag
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec4 inTangent;
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layout (location = 0) out vec4 outFragColor;
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layout(push_constant) uniform PushConsts {
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mat4 model;
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uint alphaMask;
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float alphaMaskCuttoff;
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} pushConsts;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV);
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if (pushConsts.alphaMask == 1) {
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if (color.a < pushConsts.alphaMaskCuttoff) {
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discard;
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}
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}
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w;
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mat3 TBN = mat3(T, B, N);
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N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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const float ambient = 0.1;
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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 diffuse = max(dot(N, L), ambient).rrr;
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float specular = pow(max(dot(R, V), 0.0), 32.0);
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outFragColor = vec4(diffuse * color.rgb + specular, color.a);
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}
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BIN
data/shaders/glsl/vertexattributes/scene.frag.spv
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BIN
data/shaders/glsl/vertexattributes/scene.frag.spv
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39
data/shaders/glsl/vertexattributes/scene.vert
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data/shaders/glsl/vertexattributes/scene.vert
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#version 450
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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 = 2) in vec2 inUV;
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layout (location = 3) in vec4 inTangent;
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layout (set = 0, binding = 0) uniform UBOScene
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{
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mat4 projection;
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mat4 view;
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vec4 lightPos;
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vec4 viewPos;
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} uboScene;
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layout(push_constant) uniform PushConsts {
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mat4 model;
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uint alphaMask;
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float alphaMaskCuttoff;
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec4 outTangent;
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void main()
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{
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outNormal = inNormal;
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outUV = inUV;
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outTangent = inTangent;
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gl_Position = uboScene.projection * uboScene.view * pushConsts.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(pushConsts.model) * inNormal;
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vec4 pos = pushConsts.model * vec4(inPos, 1.0);
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outLightVec = uboScene.lightPos.xyz - pos.xyz;
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outViewVec = uboScene.viewPos.xyz - pos.xyz;
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}
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BIN
data/shaders/glsl/vertexattributes/scene.vert.spv
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data/shaders/glsl/vertexattributes/scene.vert.spv
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