Added shaders and testmeshes for indirect drawing example
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data/shaders/indirectdraw/generate-spirv.bat
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data/shaders/indirectdraw/generate-spirv.bat
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glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
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glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
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data/shaders/indirectdraw/indirectdraw.frag
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data/shaders/indirectdraw/indirectdraw.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 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 inEyePos;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) 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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vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.1), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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float specular = 0.75;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 32.0) * specular;
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outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular);
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}
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BIN
data/shaders/indirectdraw/indirectdraw.frag.spv
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data/shaders/indirectdraw/indirectdraw.frag.spv
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data/shaders/indirectdraw/indirectdraw.vert
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data/shaders/indirectdraw/indirectdraw.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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// Vertex attributes
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layout (location = 0) in vec4 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 vec3 instanceColor;
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layout (location = 7) in float instanceScale;
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layout (location = 8) 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 view;
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float time;
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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 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = instanceColor;
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outUV = vec3(inUV, instanceTexIndex);
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mat4 mx, my, mz;
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// rotate around x
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float s = sin(instanceRot.x);
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float c = cos(instanceRot.x);
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mx[0] = vec4(c, s, 0.0, 0.0);
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mx[1] = vec4(-s, c, 0.0, 0.0);
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mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
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mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
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// rotate around y
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s = sin(instanceRot.y + ubo.time);
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c = cos(instanceRot.y + ubo.time);
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my[0] = vec4(c, 0.0, s, 0.0);
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my[1] = vec4(0.0, 1.0, 0.0, 0.0);
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my[2] = vec4(-s, 0.0, c, 0.0);
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my[3] = vec4(0.0, 0.0, 0.0, 1.0);
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// rot around z
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s = sin(instanceRot.z);
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c = cos(instanceRot.z);
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mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
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mz[1] = vec4(0.0, c, s, 0.0);
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mz[2] = vec4(0.0, -s, c, 0.0);
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mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
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mat4 rotMat = mz * my * mx;
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outNormal = inNormal * mat3(rotMat);
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
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outEyePos = vec3(ubo.view * pos);
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gl_Position = ubo.projection * ubo.view * pos;
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vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.view;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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}
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data/shaders/indirectdraw/indirectdraw.vert.spv
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data/shaders/indirectdraw/indirectdraw.vert.spv
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