Reverted back to old asset IDs
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Name: Cube.003
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ID: 77135977
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ID: 71245919
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Type: 4
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Name: Cube.012
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ID: 81876417
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ID: 80365422
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Type: 4
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Name: RaccoonBag_Color_Ver4
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ID: 66703095
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ID: 58303057
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Type: 3
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Name: RaccoonPreTexturedVer1_Base9
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ID: 60820650
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ID: 64651793
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Type: 3
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Binary file not shown.
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Name: Kirsch_CS
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ID: 41371706
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ID: 39301863
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Type: 2
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Binary file not shown.
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Name: PureCopy_CS
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ID: 35841916
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ID: 34987209
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Type: 2
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@ -13,38 +13,37 @@ struct MatPropData
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layout(location = 0) in 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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vec4 vertColor;
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vec2 uv;
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} In;
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// material stuff
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layout(location = 3) flat in struct
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layout(location = 2) flat in struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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} In2;
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//layout (set = 0, binding = )
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
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layout (set = 3, binding = 0) buffer MaterialProperties // For materials
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{
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MatPropData data[];
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} MatProp;
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layout(location = 0) out vec4 position;
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out uint outEntityID;
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layout(location = 2) out uint lightLayerIndices;
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layout(location = 3) out vec4 normals;
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layout(location = 4) out vec4 albedo;
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void main()
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{
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position = In.vertPos;
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normals = In.normal;
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albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
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outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
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MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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//outColor = vec4 (1.0f);
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}
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Name: TestCube_FS
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ID: 47024851
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ID: 37450402
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Type: 2
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@ -14,14 +14,13 @@ layout(location = 8) in uvec2 integerData;
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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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vec4 vertColor; // 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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layout(location = 2) out struct
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{
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int materialIndex;
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uint eid;
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@ -37,14 +36,10 @@ layout(set = 2, binding = 0) uniform CameraData
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void main()
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{
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Out.uv = aUV;
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Out2.materialIndex = gl_InstanceIndex;
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Out2.eid = integerData[0];
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Out2.lightLayerIndex = integerData[1];
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Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
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Out.uv = aUV;
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Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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Out.vertColor = vec4 (aVertexPos, 1.0f);
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}
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Name: TestCube_VS
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ID: 40523220
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ID: 41688429
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Type: 2
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@ -1,3 +1,3 @@
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Name: TD_Checker_Base_Color
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ID: 55706287
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ID: 51995224
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Type: 3
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