Added conditional rendering example (wip)
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data/shaders/conditionalrender/model.frag
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data/shaders/conditionalrender/model.frag
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#version 450
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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 inViewVec;
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layout (location = 3) 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 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.1);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
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}
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data/shaders/conditionalrender/model.frag.spv
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data/shaders/conditionalrender/model.frag.spv
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data/shaders/conditionalrender/model.vert
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data/shaders/conditionalrender/model.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 vec3 inColor;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout(push_constant) uniform PushBlock {
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vec4 offset;
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vec4 color;
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} pushBlock;
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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 outViewVec;
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layout (location = 3) 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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outNormal = inNormal;
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outColor = inColor * pushBlock.color.rgb;
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vec4 pos = vec4(inPos + pushBlock.offset.xyz, 1.0);
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gl_Position = ubo.projection * ubo.model * pos;
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outNormal = mat3(ubo.model) * inNormal;
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vec4 localpos = ubo.model * pos;
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vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
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outLightVec = lightPos.xyz - localpos.xyz;
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outViewVec = -localpos.xyz;
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}
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data/shaders/conditionalrender/model.vert.spv
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data/shaders/conditionalrender/model.vert.spv
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