finished the branch,,,local to world in VertexInputStreaming.
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@@ -3,6 +3,7 @@
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#include<hgl/graph/VertexAttrib.h>
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#include<hgl/graph/VK.h>
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#include<hgl/type/StringList.h>
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namespace hgl{namespace graph
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{
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@@ -21,10 +22,10 @@ protected:
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protected:
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AnsiString main_codes;
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AnsiString output_struct;
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AnsiStringList function_list;
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AnsiString final_shader;
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SPVData *spv_data;
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@@ -59,10 +60,7 @@ public:
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int AddOutput(const graph::VAT &type,const AnsiString &name);
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int AddOutput(const AnsiString &type,const AnsiString &name);
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void SetShaderCodes(const AnsiString &str)
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{
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main_codes=str;
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}
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void AddFunction(const AnsiString &str){function_list.Add(str);}
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const AnsiString &GetOutputStruct()const{return output_struct;}
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const AnsiString &GetShaderSource()const{return final_shader;}
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@@ -28,17 +28,17 @@ namespace hgl
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AddInput(weight,VAN::BoneWeight,VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::Bone);
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}
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void AddLocalToWorld(const uint count)
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void AddLocalToWorld()
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{
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VAT l2w{VertexAttribType::BaseType::Float,4};
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VAT vat{VertexAttribType::BaseType::Float,4};
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char name[]= "LocalToWorld_?";
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for(uint i=0;i<count;i++)
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for(uint i=0;i<4;i++)
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{
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name[sizeof(name)-2]='0'+i;
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AddInput(l2w,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
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AddInput(vat,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
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}
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}
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};//class ShaderCreateInfoVertex:public ShaderCreateInfo
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