Fixed shader changes
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Name: DeferredComposite_CS
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Name: DeferredComposite_CS
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ID: 42814284
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ID: 45072428
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Type: 2
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Type: 2
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Name: TestCube_FS
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Name: TestCube_FS
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ID: 37450402
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ID: 46377769
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Type: 2
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Type: 2
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Name: TestCube_VS
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Name: TestCube_VS
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ID: 41688429
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ID: 39210065
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Type: 2
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Type: 2
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@ -112,9 +112,9 @@ namespace SHADE
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graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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// Load Built In Shaders
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 41688429; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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static constexpr AssetID FS_DEFAULT = 37450402; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
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static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
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static constexpr AssetID CS_PURE_COPY = 34987209; copyComputeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_PURE_COPY);
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static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE);
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}
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}
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void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
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void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
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@ -183,16 +183,7 @@ namespace SHADE
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gBufferSubpass->AddColorOutput("Albedo");
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gBufferSubpass->AddColorOutput("Albedo");
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gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
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gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
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//// kirsch
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//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
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//gBufferNode->AddNodeCompute(kirschShader, { "Position", "Scene" });
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//// copy
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//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
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//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
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// deferred composite
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// deferred composite
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auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
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@ -353,7 +353,7 @@ namespace SHADE
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// Built-In Shaders
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// Built-In Shaders
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Handle<SHVkShaderModule> defaultVertShader;
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Handle<SHVkShaderModule> defaultVertShader;
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Handle<SHVkShaderModule> defaultFragShader;
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Handle<SHVkShaderModule> defaultFragShader;
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Handle<SHVkShaderModule> copyComputeShader;
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Handle<SHVkShaderModule> deferredCompositeShader;
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// Built-In Materials
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// Built-In Materials
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Handle<SHMaterial> defaultMaterial;
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Handle<SHMaterial> defaultMaterial;
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