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Merge pull request #23 from nepp95/vulkan2.0
Switch back to Vulkan
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- AssetHandle: 2444408785892150241 | ||
Type: Mesh | ||
Filepath: Meshes\untitled.fbx | ||
- AssetHandle: 2502917179482176098 | ||
Type: Scene | ||
Filepath: Scenes\Test.epscene | ||
Filepath: Scenes\Test.epscene | ||
- AssetHandle: 17362452449132321929 | ||
Type: Mesh | ||
Filepath: Meshes\Sponza.glb |
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#define MAX_NUM_OF_LIGHTS 8 | ||
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// Descriptor Set 0 | ||
layout(set = 0, binding = 0) uniform Camera | ||
{ | ||
mat4 View; | ||
mat4 Projection; | ||
mat4 ViewProjection; | ||
vec4 Position; | ||
} uCamera; | ||
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struct Light | ||
{ | ||
mat4 View[6]; | ||
vec4 Position; | ||
vec4 Color; | ||
}; | ||
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layout(set = 0, binding = 1) uniform Lights | ||
{ | ||
mat4 Projection; | ||
Light Lights[MAX_NUM_OF_LIGHTS]; | ||
int NumLights; | ||
} uLights; | ||
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layout(set = 0, binding = 2) uniform samplerCube uShadowMap; | ||
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// Descriptor Set 1 | ||
layout(set = 1, binding = 0) uniform sampler2D uMaterialTex[]; |
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#stage vert | ||
#version 450 | ||
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layout(location = 0) out vec2 oUV; | ||
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void main() | ||
{ | ||
oUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); | ||
gl_Position = vec4(oUV * 2.0f - 1.0f, 0.0f, 1.0f); | ||
} | ||
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#stage frag | ||
#version 450 | ||
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layout(location = 0) in vec2 iUV; | ||
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layout(binding = 0) uniform sampler2D texComposite; | ||
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layout(location = 0) out vec4 oFragColor; | ||
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void main() | ||
{ | ||
oFragColor = texture(texComposite, iUV); | ||
} |
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