所有vertex shader传入数据Vertex改名为Position
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134fa86c09
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@ -1,6 +1,6 @@
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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 Position;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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@ -23,10 +23,10 @@ layout(push_constant) uniform Consts {
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mat4 local_to_world;
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} pc;
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layout(location = 0) out vec4 FragmentVertex;
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layout(location = 0) out vec4 FragmentPosition;
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void main()
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{
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FragmentVertex=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
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gl_Position=FragmentVertex;
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FragmentPosition=vec4(Position,1.0)*pc.local_to_world*world.mvp;
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gl_Position=FragmentPosition;
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}
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@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec4 Vertex;
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec4 TexCoord;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -25,8 +25,8 @@ layout(location=0) out vec4 GeometryTexCoord;
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void main()
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{
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vec4 lt=vec4(Vertex.xy,vec2(0,1));
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vec4 rb=vec4(Vertex.zw,vec2(0,1));
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vec4 lt=vec4(Position.xy,vec2(0,1));
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vec4 rb=vec4(Position.zw,vec2(0,1));
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vec4 lt_fin=lt*world.ortho;
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vec4 rb_fin=rb*world.ortho;
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@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec3 Color;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -26,5 +26,5 @@ void main()
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{
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FragmentColor=vec4(Color,1.0);
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gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
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gl_Position=vec4(Position,0.0,1.0)*world.ortho;
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}
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@ -1,6 +1,6 @@
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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 Position;
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layout(location = 1) in vec3 Color;
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layout(location = 2) in vec3 Normal;
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@ -23,5 +23,5 @@ void main()
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{
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FragmentColor=vec4(Color,1.0);
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gl_Position=vec4(Vertex,1.0)*world.mvp;
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gl_Position=vec4(Position,1.0)*world.mvp;
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}
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@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(binding = 0) uniform WorldMatrix
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@ -18,5 +18,5 @@ void main()
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{
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FragmentTexCoord=TexCoord;
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gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
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gl_Position=vec4(Position,0.0,1.0)*world.ortho;
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}
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@ -1,6 +1,6 @@
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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 Position;
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layout(location = 1) in vec3 Normal;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -31,5 +31,5 @@ void main()
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{
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FragmentNormal=normalize(Normal*mat3(pc.local_to_world));
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
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}
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@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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@ -22,5 +22,5 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
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gl_Position=vec4(Position,0.0,1.0)*world.ortho;
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}
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@ -1,6 +1,6 @@
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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 Position;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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@ -26,5 +26,5 @@ layout(push_constant) uniform Consts {
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void main()
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{
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
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}
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@ -1,6 +1,6 @@
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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 Position;
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layout(location = 1) in vec4 Color;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -32,5 +32,5 @@ void main()
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{
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FragmentColor=Color;
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
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}
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@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 FragmentTexCoord;
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@ -11,6 +11,6 @@ layout(push_constant) uniform Consts {
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world;
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gl_Position=vec4(Position,0.0,1.0)*pc.local_to_world;
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FragmentTexCoord=TexCoord;
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}
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@ -1,4 +1,4 @@
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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@ -1,6 +1,6 @@
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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 Position;
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layout(location = 1) in vec3 Normal;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -49,5 +49,5 @@ void main()
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{
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FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
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}
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@ -1,6 +1,6 @@
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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 Position;
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layout(location = 1) in vec3 Color;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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@ -28,7 +28,7 @@ layout(location = 4) out vec2 FragmentTexCoord;
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void main()
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{
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FragmentColor=Color;
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FragmentWorldPos=vec3(vec4(Vertex,1.0)*pc.local_to_world);
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FragmentWorldPos=vec3(vec4(Position,1.0)*pc.local_to_world);
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FragmentTexCoord=TexCoord;
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FragmentTexCoord.t=1.0-TexCoord.t;
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@ -36,5 +36,5 @@ void main()
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FragmentNormal=mNormal*normalize(Normal);
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FragmentTangent=mNormal*normalize(Tangent);
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gl_Position=vec4(Vertex,1.0)*world.mvp;
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gl_Position=vec4(Position,1.0)*world.mvp;
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}
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@ -1,12 +1,12 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 0) out vec2 FragmentPosition;
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0);
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gl_Position=vec4(Position,0.0,1.0);
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FragmentPosition=(Vertex+1.0)/2.0;
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FragmentPosition=(Position+1.0)/2.0;
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}
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@ -1,13 +1,13 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 0) out uint FragmentTexID;
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layout(location = 1) out vec2 FragmentTexCoord;
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0);
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gl_Position=vec4(Position,0.0,1.0);
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FragmentTexCoord=(Vertex+1.0)/2.0;
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FragmentTexCoord=(Position+1.0)/2.0;
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}
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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 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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@ -33,7 +33,7 @@ layout(location = 3) out vec2 FragmentTexCoord;
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void main()
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{
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vec4 pos=vec4(Vertex,1.0)*pc.local_to_world;
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vec4 pos=vec4(Position,1.0)*pc.local_to_world;
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gl_Position=pos*world.mvp;
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#version 450
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layout(location = 0) in vec3 Vertex;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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@ -30,7 +30,7 @@ layout(location=1) out vec3 FragmentWorldNormal;
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void main()
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{
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FragmentWorldPos = Vertex*mat3(pc.local_to_world);
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FragmentWorldPos = Position*mat3(pc.local_to_world);
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FragmentWorldNormal = Normal*mat3(pc.local_to_world);
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gl_Position = vec4(FragmentWorldPos,1.0)*world.mvp;
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* Create by ShaderMaker
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*/
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 0) out vec2 vs_out_position;
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0);
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gl_Position=vec4(Position,0.0,1.0);
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vs_out_position=(Vertex+1.0)/2.0;
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vs_out_position=(Position+1.0)/2.0;
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}
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