Moved shaders to new directory
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69
shaders/hlsl/subpasses/composition.frag
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69
shaders/hlsl/subpasses/composition.frag
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// Copyright 2020 Google LLC
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[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput samplerposition;
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[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput samplerNormal;
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[[vk::input_attachment_index(2)]][[vk::binding(2)]] SubpassInput samplerAlbedo;
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#define MAX_NUM_LIGHTS 64
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[[vk::constant_id(0)]] const int NUM_LIGHTS = 64;
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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struct UBO
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{
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float4 viewPos;
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Light lights[MAX_NUM_LIGHTS];
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};
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cbuffer ubo : register(b3) { UBO ubo; }
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD) : SV_TARGET
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{
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// Read G-Buffer values from previous sub pass
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float3 fragPos = samplerposition.SubpassLoad().rgb;
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float3 normal = samplerNormal.SubpassLoad().rgb;
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float4 albedo = samplerAlbedo.SubpassLoad();
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#define ambient 0.15
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// Ambient part
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float3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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//float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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fragcolor += diff;// + spec;
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}
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return float4(fragcolor, 1.0);
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}
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shaders/hlsl/subpasses/composition.frag.spv
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shaders/hlsl/subpasses/composition.frag.spv
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15
shaders/hlsl/subpasses/composition.vert
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shaders/hlsl/subpasses/composition.vert
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// Copyright 2020 Google LLC
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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shaders/hlsl/subpasses/composition.vert.spv
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shaders/hlsl/subpasses/composition.vert.spv
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shaders/hlsl/subpasses/gbuffer.frag
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shaders/hlsl/subpasses/gbuffer.frag
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// Copyright 2020 Google LLC
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 WorldPos : POSITION0;
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};
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struct FSOutput
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{
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[[vk::location(0)]] float4 Color : SV_TARGET0;
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[[vk::location(1)]] float4 Position : SV_TARGET1;
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[[vk::location(2)]] float4 Normal : SV_TARGET2;
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[[vk::location(3)]] float4 Albedo : SV_TARGET3;
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};
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[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f;
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[[vk::constant_id(1)]] const float FAR_PLANE = 256.0f;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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FSOutput main(VSOutput input)
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{
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FSOutput output = (FSOutput)0;
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output.Position = float4(input.WorldPos, 1.0);
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float3 N = normalize(input.Normal);
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N.y = -N.y;
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output.Normal = float4(N, 1.0);
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output.Albedo.rgb = input.Color;
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// Store linearized depth in alpha component
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output.Position.a = linearDepth(input.Pos.z);
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// Write color attachments to avoid undefined behaviour (validation error)
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output.Color = float4(0.0, 0.0, 0.0, 0.0);
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return output;
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}
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shaders/hlsl/subpasses/gbuffer.frag.spv
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shaders/hlsl/subpasses/gbuffer.frag.spv
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shaders/hlsl/subpasses/gbuffer.vert
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shaders/hlsl/subpasses/gbuffer.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 WorldPos : POSITION0;
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[[vk::location(3)]] float3 Tangent : TEXCOORD1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
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// Vertex position in world space
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output.WorldPos = mul(ubo.model, input.Pos).xyz;
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// GL to Vulkan coord space
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output.WorldPos.y = -output.WorldPos.y;
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// Normal in world space
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output.Normal = mul((float3x3)ubo.model, normalize(input.Normal));
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// Currently just vertex color
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output.Color = input.Color;
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return output;
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}
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shaders/hlsl/subpasses/gbuffer.vert.spv
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shaders/hlsl/subpasses/gbuffer.vert.spv
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shaders/hlsl/subpasses/transparent.frag
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shaders/hlsl/subpasses/transparent.frag
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// Copyright 2020 Google LLC
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[[vk::input_attachment_index(0)]][[vk::binding(1)]] SubpassInput samplerPositionDepth;
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Texture2D textureTexture : register(t2);
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SamplerState samplerTexture : register(s2);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f;
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[[vk::constant_id(1)]] const float FAR_PLANE = 256.0f;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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float4 main (VSOutput input) : SV_TARGET
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{
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = samplerPositionDepth.SubpassLoad().a;
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if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth))
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{
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clip(-1);
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};
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return textureTexture.Sample(samplerTexture, input.UV);
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}
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shaders/hlsl/subpasses/transparent.frag.spv
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shaders/hlsl/subpasses/transparent.frag.spv
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shaders/hlsl/subpasses/transparent.vert
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shaders/hlsl/subpasses/transparent.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float2 UV : TEXCOORD0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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VSOutput main (VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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BIN
shaders/hlsl/subpasses/transparent.vert.spv
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shaders/hlsl/subpasses/transparent.vert.spv
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