废除WorldMatrix中的vp_size
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@ -12,12 +12,15 @@ constexpr uint32_t SCREEN_HEIGHT=128;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr float SSP=0.25;
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constexpr float SSN=1-SSP;
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constexpr float vertex_data[VERTEX_COUNT][2]=
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constexpr float vertex_data[VERTEX_COUNT][2]=
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{
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{
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{SCREEN_WIDTH*0, SCREEN_HEIGHT*0},
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{SCREEN_WIDTH*SSP, SCREEN_HEIGHT*SSP},
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{SCREEN_WIDTH*1, SCREEN_HEIGHT*0},
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{SCREEN_WIDTH*SSN, SCREEN_HEIGHT*SSP},
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{SCREEN_WIDTH*0, SCREEN_HEIGHT*1},
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{SCREEN_WIDTH*SSP, SCREEN_HEIGHT*SSN},
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{SCREEN_WIDTH*1, SCREEN_HEIGHT*1}
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{SCREEN_WIDTH*SSN, SCREEN_HEIGHT*SSN}
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};
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};
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constexpr uint32_t INDEX_COUNT=6;
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constexpr uint32_t INDEX_COUNT=6;
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@ -62,7 +65,7 @@ private:
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bool InitMaterial()
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bool InitMaterial()
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{
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{
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material=shader_manage->CreateMaterial(OS_TEXT("res/shader/OnlyPosition.vert.spv"),
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material=shader_manage->CreateMaterial(OS_TEXT("res/shader/OnlyPosition.vert.spv"),
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OS_TEXT("res/shader/glFragCoord.frag.spv"));
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OS_TEXT("res/shader/FlatColor.frag.spv"));
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if(!material)
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if(!material)
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return(false);
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return(false);
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@ -75,9 +78,6 @@ private:
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{
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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const VkExtent2D extent=sc_render_target->GetExtent();
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wm.vp_size.x=extent.width;
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wm.vp_size.y=extent.height;
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wm.ortho=ortho(extent.width,extent.height);
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wm.ortho=ortho(extent.width,extent.height);
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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@ -76,9 +76,6 @@ private:
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{
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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const VkExtent2D extent=sc_render_target->GetExtent();
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wm.vp_size.x=extent.width;
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wm.vp_size.y=extent.height;
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wm.ortho=ortho(extent.width,extent.height);
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wm.ortho=ortho(extent.width,extent.height);
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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@ -152,8 +149,6 @@ public:
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void Resize(int w,int h)override
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void Resize(int w,int h)override
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{
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{
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wm.vp_size.x=w;
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wm.vp_size.y=h;
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wm.ortho=ortho(w,h);
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wm.ortho=ortho(w,h);
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ubo_mvp->Write(&wm);
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ubo_mvp->Write(&wm);
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@ -13,8 +13,6 @@ namespace hgl
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struct WorldMatrix
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struct WorldMatrix
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{
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{
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alignas(8) Vector2f vp_size; //viewport尺寸
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alignas(16) Matrix4f ortho; //2D正角视图矩阵
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alignas(16) Matrix4f ortho; //2D正角视图矩阵
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alignas(16) Matrix4f projection;
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alignas(16) Matrix4f projection;
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@ -5,7 +5,6 @@ layout(location = 1) in vec3 Color;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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vec2 vp_size;
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mat4 ortho;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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@ -6,11 +6,11 @@ layout(location = 2) in vec3 Normal;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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mat4 two_dim;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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mat4 mvp;
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mat4 mvp;
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mat3 normal;
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vec4 view_pos;
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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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@ -3,9 +3,13 @@
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Vertex;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 1) in vec2 TexCoord;
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layout(binding = 0) uniform WorldConfig
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layout(binding = 0) uniform WorldMatrix
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{
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{
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mat4 ortho;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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mat4 mvp;
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vec4 view_pos;
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} world;
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} world;
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layout(location = 0) out vec2 FragmentTexCoord;
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layout(location = 0) out vec2 FragmentTexCoord;
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@ -4,7 +4,6 @@ layout(location = 0) in vec2 Vertex;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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vec2 vp_size;
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mat4 ortho;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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@ -4,7 +4,7 @@ layout(location = 0) in vec3 Vertex;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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mat4 two_dim;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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mat4 mvp;
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mat4 mvp;
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@ -5,7 +5,6 @@ layout(location = 1) in vec4 Color;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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vec2 vp_size;
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mat4 ortho;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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@ -7,7 +7,7 @@ layout(location = 3) in vec3 Tangent;
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layout(binding = 0) uniform WorldMatrix
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layout(binding = 0) uniform WorldMatrix
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{
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{
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mat4 two_dim;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 modelview;
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mat4 mvp;
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mat4 mvp;
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@ -1,18 +0,0 @@
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#version 450
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layout(binding = 0) uniform WorldMatrix
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{
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vec2 vp_size;
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mat4 ortho;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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vec4 view_pos;
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} world;
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layout (location = 0) out vec4 outFragcolor;
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void main()
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{
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outFragcolor = vec4(gl_FragCoord.rg/world.vp_size,0.0,1.0);
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}
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@ -18,4 +18,5 @@ glslangValidator -V -o Atomsphere.frag.spv Atomsphere.frag
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glslangValidator -V -o gbuffer_opaque.vert.spv gbuffer_opaque.vert
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glslangValidator -V -o gbuffer_opaque.vert.spv gbuffer_opaque.vert
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glslangValidator -V -o gbuffer_opaque.frag.spv gbuffer_opaque.frag
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glslangValidator -V -o gbuffer_opaque.frag.spv gbuffer_opaque.frag
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glslangValidator -V -o glFragCoord.frag.spv glFragCoord.frag
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glslangValidator -V -o gbuffer_composition.vert.spv gbuffer_composition.vert
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glslangValidator -V -o gbuffer_composition.frag.spv gbuffer_composition.frag
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@ -28,9 +28,6 @@ namespace hgl
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void Camera::Refresh()
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void Camera::Refresh()
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{
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{
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matrix.vp_size.x=width;
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matrix.vp_size.y=height;
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if(type==CameraType::Perspective)
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if(type==CameraType::Perspective)
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matrix.projection=perspective(fov,width/height,znear,zfar);
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matrix.projection=perspective(fov,width/height,znear,zfar);
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else
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else
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