Moved shaders to new directory
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shaders/glsl/gltfloading/mesh.frag
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shaders/glsl/gltfloading/mesh.frag
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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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 vec2 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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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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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 diffuse = max(dot(N, L), 0.15) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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shaders/glsl/gltfloading/mesh.frag.spv
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shaders/glsl/gltfloading/mesh.frag.spv
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shaders/glsl/gltfloading/mesh.vert
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shaders/glsl/gltfloading/mesh.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 vec3 inColor;
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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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} primitive;
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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 vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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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;
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outUV = inUV;
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gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
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vec4 pos = uboScene.view * vec4(inPos, 1.0);
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outNormal = mat3(uboScene.view) * inNormal;
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vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
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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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shaders/glsl/gltfloading/mesh.vert.spv
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shaders/glsl/gltfloading/mesh.vert.spv
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