CompileAll uncommented and asset manager metadata writes commented
SHmeta files should now be identical to what's on main Shaders themselves have some changes (binaries also updated)
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@ -13,37 +13,38 @@ struct MatPropData
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layout(location = 0) in struct
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{
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vec4 vertColor;
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vec2 uv;
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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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} In;
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// material stuff
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layout(location = 2) flat in struct
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layout(location = 3) 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 (set = 3, binding = 0) buffer MaterialProperties // For materials
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layout (std430, 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 outColor;
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layout(location = 0) out vec4 position;
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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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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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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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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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@ -14,13 +14,14 @@ layout(location = 8) in uvec2 integerData;
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layout(location = 0) out struct
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{
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vec4 vertColor; // location 0
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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 = 2) out struct
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layout(location = 3) out struct
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{
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int materialIndex;
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uint eid;
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@ -36,10 +37,14 @@ 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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@ -349,13 +349,13 @@ namespace SHADE
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meshAsset.id = GenerateAssetID(AssetType::MESH);
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meshAsset.type = AssetType::MESH;
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assetCollection.push_back(meshAsset);
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SHAssetMetaHandler::WriteMetaData(meshAsset);
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//SHAssetMetaHandler::WriteMetaData(meshAsset);
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}
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continue;
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}
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assetCollection.push_back(newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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//SHAssetMetaHandler::WriteMetaData(newAsset);
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}
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}
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@ -372,7 +372,7 @@ namespace SHADE
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****************************************************************************/
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void SHAssetManager::Load() noexcept
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{
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//CompileAll();
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CompileAll();
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InitLoaders();
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BuildAssetCollection();
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//LoadAllData();
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