Started work on multi threaded rendering example
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data/shaders/multithreading/generate-spirv.bat
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data/shaders/multithreading/generate-spirv.bat
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glslangvalidator -V phong.vert -o phong.vert.spv
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glslangvalidator -V phong.frag -o phong.frag.spv
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data/shaders/multithreading/phong.frag
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data/shaders/multithreading/phong.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 float inVisible;
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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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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), 8.0) * vec3(0.75);
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outFragColor = vec4(diffuse + specular, 1.0);
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}
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data/shaders/multithreading/phong.frag.spv
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data/shaders/multithreading/phong.frag.spv
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data/shaders/multithreading/phong.vert
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data/shaders/multithreading/phong.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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 (binding = 0) uniform UBO
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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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} ubo;
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layout (std140, push_constant) uniform PushConsts
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{
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mat4 model;
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vec3 color;
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} pushConsts;
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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 = 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 * pushConsts.color;
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gl_Position = ubo.projection * ubo.view * pushConsts.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.view * pushConsts.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.view * pushConsts.model) * inNormal;
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vec3 lPos = 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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BIN
data/shaders/multithreading/phong.vert.spv
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data/shaders/multithreading/phong.vert.spv
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