Added Vulkan examples sources!
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868 changed files with 514080 additions and 5584 deletions
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data/shaders/deferred/debug.frag
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data/shaders/deferred/debug.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 samplerPosition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (location = 0) in vec3 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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vec3 components[3];
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components[0] = texture(samplerPosition, inUV.st).rgb;
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components[1] = texture(samplerNormal, inUV.st).rgb;
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components[2] = texture(samplerAlbedo, inUV.st).rgb;
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//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
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// Select component depending on z coordinate of quad
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highp int index = int(inUV.z);
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outFragColor.rgb = components[index];
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}
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data/shaders/deferred/debug.frag.spv
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data/shaders/deferred/debug.frag.spv
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data/shaders/deferred/debug.vert
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data/shaders/deferred/debug.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 (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 outUV;
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void main()
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{
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outUV = vec3(inUV.st, inNormal.z);
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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/deferred/debug.vert.spv
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data/shaders/deferred/debug.vert.spv
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data/shaders/deferred/deferred.frag
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data/shaders/deferred/deferred.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 samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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struct Light {
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vec4 position;
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vec4 color;
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float radius;
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float quadraticFalloff;
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float linearFalloff;
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float _pad;
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};
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layout (binding = 4) uniform UBO
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{
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Light lights[6];
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vec4 viewPos;
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} ubo;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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#define lightCount 5
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#define ambient 0.05
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#define specularStrength 0.15
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos);
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for(int i = 0; i < lightCount; ++i)
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{
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// Distance from light to fragment position
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float dist = length(ubo.lights[i].position.xyz - fragPos);
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if(dist < ubo.lights[i].radius)
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{
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// Get vector from current light source to fragment position
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vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos);
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// Diffuse part
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vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb;
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// Specular part (specular texture part stored in albedo alpha channel)
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vec3 halfVec = normalize(lightVec + viewVec);
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vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength;
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// Attenuation with linearFalloff and quadraticFalloff falloff
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float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist);
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fragcolor += (diffuse + specular) * attenuation;
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}
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}
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outFragcolor = vec4(fragcolor, 1.0);
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}
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data/shaders/deferred/deferred.frag.spv
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data/shaders/deferred/deferred.frag.spv
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data/shaders/deferred/deferred.vert
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data/shaders/deferred/deferred.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/deferred/deferred.vert.spv
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data/shaders/deferred/deferred.vert.spv
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data/shaders/deferred/generate-spirv.bat
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data/shaders/deferred/generate-spirv.bat
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glslangvalidator -V debug.vert -o debug.vert.spv
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glslangvalidator -V debug.frag -o debug.frag.spv
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glslangvalidator -V deferred.vert -o deferred.vert.spv
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glslangvalidator -V deferred.frag -o deferred.frag.spv
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glslangvalidator -V mrt.vert -o mrt.vert.spv
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glslangvalidator -V mrt.frag -o mrt.frag.spv
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data/shaders/deferred/mrt.frag
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data/shaders/deferred/mrt.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 (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 inWorldPos;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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void main()
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{
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outPosition = vec4(inWorldPos, 1.0);
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outNormal = vec4(inNormal, 1.0);
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outAlbedo = texture(samplerColor, inUV);
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}
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data/shaders/deferred/mrt.frag.spv
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data/shaders/deferred/mrt.frag.spv
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data/shaders/deferred/mrt.vert
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data/shaders/deferred/mrt.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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mat4 view;
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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 outWorldPos;
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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outUV = inUV;
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outUV.t = 1.0 - outUV.t;
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// Vertex position in world space
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vec4 tmpPos = inPos;
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outWorldPos = vec3(ubo.model * tmpPos);
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// GL to Vulkan coord space
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outWorldPos.y = -outWorldPos.y;
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(ubo.model)));
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outNormal = mNormal * normalize(inNormal);
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// Currently just vertex color
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outColor = inColor;
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}
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data/shaders/deferred/mrt.vert.spv
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data/shaders/deferred/mrt.vert.spv
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