Moved shaders to new directory
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shaders/glsl/instancing/instancing.frag
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shaders/glsl/instancing/instancing.frag
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#version 450
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layout (binding = 1) uniform sampler2DArray samplerArray;
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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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vec4 color = texture(samplerArray, 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), 0.1) * inColor;
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vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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shaders/glsl/instancing/instancing.frag.spv
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shaders/glsl/instancing/instancing.frag.spv
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shaders/glsl/instancing/instancing.vert
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shaders/glsl/instancing/instancing.vert
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#version 450
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// Vertex attributes
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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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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in vec3 instanceRot;
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layout (location = 6) in float instanceScale;
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layout (location = 7) in int instanceTexIndex;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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float locSpeed;
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float globSpeed;
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} ubo;
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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 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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outColor = inColor;
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outUV = vec3(inUV, instanceTexIndex);
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mat3 mx, my, mz;
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// rotate around x
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float s = sin(instanceRot.x + ubo.locSpeed);
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float c = cos(instanceRot.x + ubo.locSpeed);
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mx[0] = vec3(c, s, 0.0);
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mx[1] = vec3(-s, c, 0.0);
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mx[2] = vec3(0.0, 0.0, 1.0);
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// rotate around y
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s = sin(instanceRot.y + ubo.locSpeed);
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c = cos(instanceRot.y + ubo.locSpeed);
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my[0] = vec3(c, 0.0, s);
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my[1] = vec3(0.0, 1.0, 0.0);
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my[2] = vec3(-s, 0.0, c);
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// rot around z
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s = sin(instanceRot.z + ubo.locSpeed);
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c = cos(instanceRot.z + ubo.locSpeed);
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mz[0] = vec3(1.0, 0.0, 0.0);
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mz[1] = vec3(0.0, c, s);
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mz[2] = vec3(0.0, -s, c);
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mat3 rotMat = mz * my * mx;
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mat4 gRotMat;
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s = sin(instanceRot.y + ubo.globSpeed);
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c = cos(instanceRot.y + ubo.globSpeed);
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gRotMat[0] = vec4(c, 0.0, s, 0.0);
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gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
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gRotMat[2] = vec4(-s, 0.0, c, 0.0);
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gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
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vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
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gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
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outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
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pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
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vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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shaders/glsl/instancing/instancing.vert.spv
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shaders/glsl/instancing/instancing.vert.spv
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shaders/glsl/instancing/planet.frag
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shaders/glsl/instancing/planet.frag
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#version 450
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layout (binding = 1) 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) * 1.5;
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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), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 4.0) * vec3(0.5) * color.r;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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shaders/glsl/instancing/planet.frag.spv
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shaders/glsl/instancing/planet.frag.spv
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shaders/glsl/instancing/planet.vert
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shaders/glsl/instancing/planet.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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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} ubo;
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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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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.modelview * vec4(inPos, 1.0);
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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shaders/glsl/instancing/planet.vert.spv
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shaders/glsl/instancing/planet.vert.spv
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shaders/glsl/instancing/starfield.frag
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shaders/glsl/instancing/starfield.frag
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#version 450
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outFragColor;
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#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(vec3 p3)
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{
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p3 = fract(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+vec3(19.19));
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return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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vec3 starField(vec3 pos)
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{
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vec3 color = vec3(0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += vec3(starCol);
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}
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return color;
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}
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void main()
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{
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outFragColor = vec4(starField(inUVW), 1.0);
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}
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shaders/glsl/instancing/starfield.frag.spv
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shaders/glsl/instancing/starfield.frag.spv
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shaders/glsl/instancing/starfield.vert
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shaders/glsl/instancing/starfield.vert
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#version 450
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layout (location = 0) out vec3 outUVW;
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void main()
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{
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outUVW = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUVW.st * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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shaders/glsl/instancing/starfield.vert.spv
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shaders/glsl/instancing/starfield.vert.spv
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