added camera set in shader
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@@ -1,8 +1,11 @@
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#version 450
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_nonuniform_qualifier : require
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layout(location = 0) in vec3 normal;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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void main() {
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outColor = vec4(1.0, 0.0, 1.0, 1.0);
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outColor = vec4(normal, 1.0);
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}
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}
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@@ -8,25 +8,32 @@ struct Vertex {
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vec2 uv[2];
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vec2 uv[2];
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};
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};
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layout(set = 0, binding = 0) buffer ResourceBuffer {
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layout(set = 0, 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 = 1, binding = 0) buffer ResourceBuffer {
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layout(align = 16) Vertex resources[];
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layout(align = 16) Vertex resources[];
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} ResourceBuffers[];
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} ResourceBuffers[];
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layout(set = 0, binding = 1) buffer PositionBuffer {
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layout(set = 1, binding = 1) buffer PositionBuffer {
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uint resources[];
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uint resources[];
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} PositionBuffers[];
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} PositionBuffers[];
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layout(set = 0, binding = 2) buffer ColorBuffer {
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layout(set = 1, binding = 2) buffer ColorBuffer {
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layout(align = 16) vec3 resources[];
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layout(align = 16) vec3 resources[];
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} ColorBuffers[];
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} ColorBuffers[];
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layout(set = 0, binding = 3) buffer ccBuffer {
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layout(set = 1, binding = 3) buffer ccBuffer {
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layout(align = 16) vec3 resources[];
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layout(align = 16) vec3 resources[];
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} ssBuffers[];
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} ssBuffers[];
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layout(location = 0) out vec3 normal;
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void main() {
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void main() {
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Vertex vertex = ResourceBuffers[ nonuniformEXT(0) ].resources[PositionBuffers[ nonuniformEXT(0) ].resources[gl_VertexIndex] ];
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Vertex vertex = ResourceBuffers[ nonuniformEXT(0) ].resources[PositionBuffers[ nonuniformEXT(0) ].resources[gl_VertexIndex] ];
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normal = vertex.normal.xyz;
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gl_Position = vec4(vertex.position.x, vertex.position.y, vertex.position[3], 1.0);
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gl_Position = vec4(vertex.position.x, vertex.position.y, vertex.position.z, 1.0);
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}
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}
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