1.shader中的WorldMatrix增加viewport resolution数据
2.Push constant中只保留local to world数据
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@ -16,7 +16,8 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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mat4 inverse_mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec4 view_pos;
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vec2 resolution;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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} world;
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} world;
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void main()
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void main()
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@ -1,4 +1,4 @@
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#version 450 core
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 0) in vec3 Vertex;
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@ -16,7 +16,8 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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mat4 inverse_mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec4 view_pos;
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vec2 resolution;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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} world;
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} world;
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layout(push_constant) uniform Consts {
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layout(push_constant) uniform Consts {
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@ -1,4 +1,4 @@
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#version 450 core
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 0) in vec3 Vertex;
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layout(location = 1) in vec4 Color;
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layout(location = 1) in vec4 Color;
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@ -17,15 +17,13 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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mat4 inverse_mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec4 view_pos;
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vec2 resolution;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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} world;
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} world;
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layout(push_constant) uniform Consts
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layout(push_constant) uniform Consts
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{
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{
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mat4 local_to_world;
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mat4 local_to_world;
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mat3 normal;
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vec3 object_position;
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vec3 object_size;
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}pc;
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}pc;
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layout(location = 0) out vec4 FragmentColor;
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layout(location = 0) out vec4 FragmentColor;
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