Compute shader frustum culling and lod selection example (wip)
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data/shaders/computecullandlod/indirectdraw.frag
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data/shaders/computecullandlod/indirectdraw.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 (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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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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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.25);
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vec3 diffuse = vec3(max(dot(N, L), 0.0));
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outFragColor = vec4((ambient + diffuse) * inColor, 1.0);
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}
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