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40
shader/c_gbuffer.vert
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40
shader/c_gbuffer.vert
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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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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layout(location = 4) in vec2 TexCoord;
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layout(binding = 0) uniform WorldMatrix
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{
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mat4 two_dim;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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mat3 normal;
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} world;
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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 vec3 FragmentColor;
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layout(location = 1) out vec3 FragmentNormal;
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layout(location = 2) out vec3 FragmentTangent;
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layout(location = 3) out vec3 FragmentWorldPos;
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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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FragmentTexCoord=TexCoord;
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FragmentTexCoord.t=1.0-TexCoord.t;
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mat3 mNormal=transpose(inverse(mat3(pc.local_to_world)));
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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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}
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