Scripts: Srcgen
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26
Resources/Shaders/Geometry.frag
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26
Resources/Shaders/Geometry.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inVertexColor;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform UniformBufferObject {
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bool flippedH;
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bool flippedV;
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vec2 uvOffset;
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vec4 colorOverlay;
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} ubo;
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void main()
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{
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vec2 uv = inTexCoord;
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uv += ubo.uvOffset;
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if(ubo.flippedH) uv.x = 1.0 - uv.x;
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if(ubo.flippedV) uv.y = 1.0 - uv.y;
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outColor = texture(texSampler, uv) * inVertexColor * ubo.colorOverlay;
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if(outColor.w < 0.1)
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discard;
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}
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26
Resources/Shaders/Geometry.vert
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26
Resources/Shaders/Geometry.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (location = 0) in vec2 inPosition;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 2) in vec4 inVertexColor;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec4 outVertexColor;
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layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
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mat4 projection;
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} uboPerScene;
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layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
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mat4 view;
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} uboPerFrame;
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layout(set = 1, binding = 2) uniform UBO_Vertex_PerDraw {
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mat4 model;
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} uboPerDraw;
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void main()
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{
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gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f);
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outTexCoord = inTexCoord;
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outVertexColor = inVertexColor;
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}
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