Added gl_PerVertex outputs
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13 changed files with 26 additions and 0 deletions
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@ -9,6 +9,12 @@ layout (binding = 0) uniform UBO
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{
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{
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mat4 depthMVP;
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mat4 depthMVP;
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} ubo;
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} ubo;
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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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void main()
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{
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{
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@ -14,6 +14,12 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 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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void main()
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{
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{
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outUV = inUV;
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outUV = inUV;
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@ -23,6 +23,10 @@ layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec4 outShadowCoord;
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layout (location = 4) out vec4 outShadowCoord;
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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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const mat4 biasMat = mat4(
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.5, 0.0, 0.0, 0.0,
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@ -27,6 +27,11 @@ layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 4) out vec3 outLightVec;
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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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void main()
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{
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{
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mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
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mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
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@ -21,6 +21,11 @@ layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 3) out vec3 outLightVec;
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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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void main()
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{
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{
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outUV = inUV * 2.0 + ubo.uvOffset;
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outUV = inUV * 2.0 + ubo.uvOffset;
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