39 lines
686 B
Plaintext
39 lines
686 B
Plaintext
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec4 positionalOffset;
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layout(location = 1) in unsigned int glyphIndex;
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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} Out;
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// material stuff
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layout(location = 3) out struct
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{
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uint eid;
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} Out2;
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layout(set = 2, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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{
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Out2.eid = integerData[0];
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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