OK???? 3rd_draw_triangle_use_RenderList run OK!.
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@@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include<hgl/graph/mtl/StdMaterial.h>
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#include<hgl/graph/mtl/ShaderBuffer.h>
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@@ -42,6 +42,18 @@ constexpr const ShaderBufferSource SBS_CameraInfo=
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float znear,zfar;)"
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};
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// UBO必须严格指定数组的大小
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// SSBO则不需要,使用[]方式指定为动态大小数组
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constexpr const ShaderBufferSource SBS_LocalToWorld=
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{
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"LocalToWorldData",
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"l2w",
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R"(
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mat4 mats[L2W_MAX_COUNT];)"
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};
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constexpr const char MaterialInstanceStruct[]="MaterialInstance";
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constexpr const ShaderBufferSource SBS_MaterialInstanceData=
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