Added first assets
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec3 baseColor;
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uint index;
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};
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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vec3 directional_light = vec3(-1.0,-1.0,-1.0);
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layout(set = 0, binding = 0) uniform SceneData {
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layout(align = 16) Scene mesh;
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} SceneBuffers[];
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layout(set = 0, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[];
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} LightsBuffers;
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// layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) in vec3 normal;
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layout(location = 1) in vec3 color;
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layout(location = 2) flat in Material material;
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layout(location = 0) out vec4 outColor;
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void main() {
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float intensity = ((dot(normalize(normal), normalize(directional_light)) +1)/2.0)+0.05;
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outColor = vec4(color * intensity, 1.0);
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}
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@@ -0,0 +1,75 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec3 baseColor;
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uint index;
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};
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struct Vertex {
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vec4 position;
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vec4 normal;
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vec4 color;
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vec2 uv[2];
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};
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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struct Mesh {
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uint asd;
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};
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layout( push_constant ) uniform constants
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{
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mat4 render_matrix;
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uint indexBufferIndex;
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uint vertexBufferIndex;
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uint materialBufferIndex;
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} PushConstants;
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layout(set = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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layout(set = 2, binding = 0) buffer MeshBuffer {
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layout(align = 16) Mesh mesh;
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} MeshBuffers[];
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layout(set = 2, binding = 1) buffer VertexBuffer {
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layout(align = 16) Vertex vertices[];
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} VertexBuffers[];
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layout(set = 2, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 2, binding = 3) buffer MaterialBuffer {
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layout(align = 16) Material materials[];
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} MaterialBuffers;
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec3 normal;
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layout(location = 1) out vec3 color;
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layout(location = 2) out Material material;
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void main()
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{
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material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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color = texture(texSampler[0],vertex.uv[0]).xyz;
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normal = vertex.normal.xyz;
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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}
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