Reverted back to old asset IDs

This commit is contained in:
Brandon Mak 2022-10-30 00:07:02 +08:00
parent 7c5a24b8e1
commit 5db9299699
15 changed files with 23 additions and 29 deletions

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@ -1,3 +1,3 @@
Name: Cube.003 Name: Cube.003
ID: 77135977 ID: 71245919
Type: 4 Type: 4

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@ -1,3 +1,3 @@
Name: Cube.012 Name: Cube.012
ID: 81876417 ID: 80365422
Type: 4 Type: 4

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@ -1,3 +1,3 @@
Name: RaccoonBag_Color_Ver4 Name: RaccoonBag_Color_Ver4
ID: 66703095 ID: 58303057
Type: 3 Type: 3

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@ -1,3 +1,3 @@
Name: RaccoonPreTexturedVer1_Base9 Name: RaccoonPreTexturedVer1_Base9
ID: 60820650 ID: 64651793
Type: 3 Type: 3

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@ -1,3 +1,3 @@
Name: Kirsch_CS Name: Kirsch_CS
ID: 41371706 ID: 39301863
Type: 2 Type: 2

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Name: PureCopy_CS Name: PureCopy_CS
ID: 35841916 ID: 34987209
Type: 2 Type: 2

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@ -13,38 +13,37 @@ struct MatPropData
layout(location = 0) in struct layout(location = 0) in struct
{ {
vec4 vertPos; // location 0 vec4 vertColor;
vec2 uv; // location = 1 vec2 uv;
vec4 normal; // location = 2
} In; } In;
// material stuff // material stuff
layout(location = 3) flat in struct layout(location = 2) flat in struct
{ {
int materialIndex; int materialIndex;
uint eid; uint eid;
uint lightLayerIndex; uint lightLayerIndex;
} In2; } In2;
//layout (set = 0, binding = )
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global) layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials layout (set = 3, binding = 0) buffer MaterialProperties // For materials
{ {
MatPropData data[]; MatPropData data[];
} MatProp; } MatProp;
layout(location = 0) out vec4 position; layout(location = 0) out vec4 outColor;
layout(location = 1) out uint outEntityID; layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices; layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
void main() void main()
{ {
position = In.vertPos; outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
normals = In.normal; MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
outEntityID = In2.eid; outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex; lightLayerIndices = In2.lightLayerIndex;
//outColor = vec4 (1.0f);
} }

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Name: TestCube_FS Name: TestCube_FS
ID: 47024851 ID: 37450402
Type: 2 Type: 2

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@ -14,14 +14,13 @@ layout(location = 8) in uvec2 integerData;
layout(location = 0) out struct layout(location = 0) out struct
{ {
vec4 vertPos; // location 0 vec4 vertColor; // location 0
vec2 uv; // location = 1 vec2 uv; // location = 1
vec4 normal; // location = 2
} Out; } Out;
// material stuff // material stuff
layout(location = 3) out struct layout(location = 2) out struct
{ {
int materialIndex; int materialIndex;
uint eid; uint eid;
@ -37,14 +36,10 @@ layout(set = 2, binding = 0) uniform CameraData
void main() void main()
{ {
Out.uv = aUV;
Out2.materialIndex = gl_InstanceIndex; Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0]; Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1]; Out2.lightLayerIndex = integerData[1];
Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
Out.uv = aUV;
Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
Out.vertColor = vec4 (aVertexPos, 1.0f);
} }

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Name: TestCube_VS Name: TestCube_VS
ID: 40523220 ID: 41688429
Type: 2 Type: 2

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Name: TD_Checker_Base_Color Name: TD_Checker_Base_Color
ID: 55706287 ID: 51995224
Type: 3 Type: 3