Added Vulkan examples sources!
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868 changed files with 514080 additions and 5584 deletions
17
data/shaders/bloom/colorpass.frag
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data/shaders/bloom/colorpass.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 (binding = 1) uniform sampler2D colorMap;
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec2 inUV;
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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.rgb = inColor;
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// outFragColor = texture(colorMap, inUV);// * vec4(inColor, 1.0);
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}
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data/shaders/bloom/colorpass.frag.spv
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data/shaders/bloom/colorpass.frag.spv
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data/shaders/bloom/colorpass.vert
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data/shaders/bloom/colorpass.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 vec4 inPos;
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layout (location = 1) in vec2 inUV;
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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 model;
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vec4 glowColor;
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} ubo;
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layout (location = 0) out vec3 outColor;
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layout (location = 1) out vec2 outUV;
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void main()
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{
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outUV = inUV;
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/*
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if (inColor.r >= 0.9)
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{
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outColor = ubo.glowColor.rgb;
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}
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else*/
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{
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outColor = inColor;
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}
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gl_Position = ubo.projection * ubo.model * inPos;
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}
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data/shaders/bloom/colorpass.vert.spv
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data/shaders/bloom/colorpass.vert.spv
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47
data/shaders/bloom/gaussblur.frag
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data/shaders/bloom/gaussblur.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 (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform UBO
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{
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int texWidth;
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int texHeight;
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float blurScale;
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float blurStrength;
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int horizontal;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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float weight[5];
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weight[0] = 0.227027;
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weight[1] = 0.1945946;
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weight[2] = 0.1216216;
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weight[3] = 0.054054;
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weight[4] = 0.016216;
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vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel
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vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
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for(int i = 1; i < 5; ++i)
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{
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if (ubo.horizontal == 1)
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{
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result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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}
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else
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{
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result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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}
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}
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outFragColor = vec4(result, 1.0);
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}
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data/shaders/bloom/gaussblur.frag.spv
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data/shaders/bloom/gaussblur.frag.spv
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21
data/shaders/bloom/gaussblur.vert
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data/shaders/bloom/gaussblur.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 vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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data/shaders/bloom/gaussblur.vert.spv
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data/shaders/bloom/gaussblur.vert.spv
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12
data/shaders/bloom/generate-spirv.bat
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data/shaders/bloom/generate-spirv.bat
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glslangvalidator -V colorpass.vert -o colorpass.vert.spv
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glslangvalidator -V colorpass.frag -o colorpass.frag.spv
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glslangvalidator -V phongpass.vert -o phongpass.vert.spv
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glslangvalidator -V phongpass.frag -o phongpass.frag.spv
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glslangvalidator -V gaussblur.vert -o gaussblur.vert.spv
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glslangvalidator -V gaussblur.frag -o gaussblur.frag.spv
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glslangvalidator -V skybox.vert -o skybox.vert.spv
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glslangvalidator -V skybox.frag -o skybox.frag.spv
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35
data/shaders/bloom/phongpass.frag
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data/shaders/bloom/phongpass.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 (binding = 1) uniform sampler2D colorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inEyePos;
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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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// No light calculations for glow color
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// Use max. color channel value
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// to detect bright glow emitters
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if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
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{
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outFragColor.rgb = inColor;
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}
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else
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{
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IDiffuse = vec4(inColor, 1.0) * max(dot(inNormal, inLightVec), 0.0);
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float specular = 0.25;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
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outFragColor = IDiffuse + ISpecular;
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}
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}
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data/shaders/bloom/phongpass.frag.spv
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data/shaders/bloom/phongpass.frag.spv
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data/shaders/bloom/phongpass.vert
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data/shaders/bloom/phongpass.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 vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outEyePos;
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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 = ubo.projection * ubo.model * inPos;
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outEyePos = vec3(ubo.model * inPos);
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vec4 lightPos = vec4(-5.0, -5.0, 0.0, 1.0);
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outLightVec = normalize(lightPos.xyz - inPos.xyz);
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}
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data/shaders/bloom/phongpass.vert.spv
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data/shaders/bloom/phongpass.vert.spv
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data/shaders/bloom/skybox.frag
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data/shaders/bloom/skybox.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 (binding = 1) uniform samplerCube samplerCubeMap;
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layout (location = 0) in vec3 inUVW;
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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(samplerCubeMap, inUVW);
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}
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data/shaders/bloom/skybox.frag.spv
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data/shaders/bloom/skybox.frag.spv
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data/shaders/bloom/skybox.vert
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data/shaders/bloom/skybox.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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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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 = inPos;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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BIN
data/shaders/bloom/skybox.vert.spv
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data/shaders/bloom/skybox.vert.spv
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