test sunlight UBO ok!
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@@ -49,15 +49,15 @@ public:
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virtual ~Material();
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const UTF8String & GetName ()const{return name;}
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const AnsiString & GetName ()const{return name;}
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const VertexInput * GetVertexInput ()const{return vertex_input;}
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const ShaderStageCreateInfoList & GetStageList ()const{return shader_stage_list;}
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const MaterialDescriptorManager * GetDescriptorSets ()const{return desc_manager;}
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// const MaterialDescriptorManager * GetDescriptorManager ()const{return desc_manager;}
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const VkPipelineLayout GetPipelineLayout ()const;
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const PipelineLayoutData * GetPipelineLayoutData ()const{return pipeline_layout_data;}
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// const PipelineLayoutData * GetPipelineLayoutData ()const{return pipeline_layout_data;}
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public:
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@@ -8,8 +8,8 @@ namespace blinnphong
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{
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struct SunLight
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{
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Vector3f direction;
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Vector3f color;
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Vector4f direction;
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Vector4f color;
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};//struct SunLight
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constexpr const ShaderBufferSource SBS_SunLight=
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@@ -18,8 +18,8 @@ namespace blinnphong
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"sun",
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R"(
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vec3 direction;
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vec3 color;
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vec4 direction;
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vec4 color;
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)"
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};
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}//namespace blinnphong
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