Moved shaders to new directory
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shaders/glsl/descriptorindexing/descriptorindexing.frag
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shaders/glsl/descriptorindexing/descriptorindexing.frag
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// Copyright 2021 Sascha Willems
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in int inTexIndex;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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}
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shaders/glsl/descriptorindexing/descriptorindexing.frag.spv
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shaders/glsl/descriptorindexing/descriptorindexing.frag.spv
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shaders/glsl/descriptorindexing/descriptorindexing.vert
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shaders/glsl/descriptorindexing/descriptorindexing.vert
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// Copyright 2021 Sascha Willems
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in int inTextureIndex;
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layout (binding = 0) uniform Matrices
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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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} matrices;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) flat out int outTexIndex;
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void main()
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{
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outUV = inUV;
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outTexIndex = inTextureIndex;
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vec4 pos = vec4(inPos, 1.0f);
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gl_Position = matrices.projection * matrices.view * matrices.model * pos;
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}
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shaders/glsl/descriptorindexing/descriptorindexing.vert.spv
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shaders/glsl/descriptorindexing/descriptorindexing.vert.spv
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