added skybox asset
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@@ -1,24 +1,83 @@
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#version 450
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/PBR.glsl"
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struct Light {
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mat4 tranform;
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vec4 color;
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float intensity;
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};
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const int MAX_LIGHT_COUNT = 128;
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layout( push_constant ) uniform constants
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{
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uint lightCount;
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} PushConstants;
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layout(set = 0, binding = 0) uniform sampler2D positionTexture;
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layout(set = 0, binding = 1) uniform sampler2D normalTexture;
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layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
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layout(set = 0, binding = 3) uniform sampler2D specularTexture;
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layout(set = 1, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[MAX_LIGHT_COUNT];
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} LightsBuffer;
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layout (location = 0) in vec2 inUV;
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layout(location = 1) in vec3 cameraPos;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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vec3 fragPos = texture(positionTexture, inUV).rgb;
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vec3 position = texture(positionTexture, inUV).rgb;
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vec3 normal = texture(normalTexture, inUV).rgb;
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vec4 albedo = texture(albedoTexture, inUV);
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vec3 albedo = texture(albedoTexture, inUV).rgb;
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// outColor = vec4(fragPos, 1.0);
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// outColor = vec4(normal, 1.0);
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outColor = albedo;
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vec3 spec = texture(specularTexture, inUV).rgb;
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float metallicFactor = spec.b;
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float roughnessFactor = spec.g;
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float ao = spec.r;
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vec3 V = normalize(cameraPos - position);
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vec3 Lo = vec3(0);
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for(int i = 0; i < PushConstants.lightCount; ++i)
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{
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Light l = LightsBuffer.lights[i];
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vec3 L = normalize(l.tranform[3].xyz - position);
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vec3 H = normalize(V + L);
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float distance = length(l.tranform[3].xyz - position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = l.color.xyz * attenuation * l.intensity;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallicFactor);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(normal, H, roughnessFactor);
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float G = GeometrySmith(normal, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(normal, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 ambient = vec3(0.2) * albedo * ao;
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vec3 color = ambient + Lo;
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// color += vec3();
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color = color / (color + vec3(1.0));
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outColor = vec4(color, 1.0);
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}
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@@ -1,9 +1,22 @@
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#version 450
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layout( push_constant ) uniform constants
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{
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uint lightCount;
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} PushConstants;
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layout(set = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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layout (location = 0) out vec2 outUV;
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layout(location = 1) out vec3 cameraPos;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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cameraPos = inverse(Camera.view)[3].xyz;
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}
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+25
-15
@@ -1,6 +1,10 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/srgb_ops.glsl"
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#include "shaders://_builtins/PBR.glsl"
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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@@ -52,6 +56,7 @@ layout(location = 4) in vec4 outpos;
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layout (location = 0) out vec4 gPosition;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gAlbedo;
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layout (location = 3) out vec3 gSpecular;
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float near = 0.001;
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float far = 50.0;
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@@ -65,32 +70,37 @@ float LinearizeDepth(float depth)
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void main() {
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec3 out_normal;
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vec3 outNormal;
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if(material.normalTexture == 0) {
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out_normal = TBN[2].xyz;
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outNormal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
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vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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out_normal = normalize(TBN * sampled_normal);
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outNormal = normalize(TBN * sampled_normal);
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}
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//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
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float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
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vec3 inColor;
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vec3 outColor;
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if(material.albedoTexture == 0) {
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inColor = material.baseColor.xyz;
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outColor = material.baseColor.xyz;
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} else {
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inColor = texture(texSampler[material.albedoTexture], uv).xyz;
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outColor = texture(texSampler[material.albedoTexture], uv).xyz;
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}
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vec3 outSpecular;
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if(material.metallicRoughnessTexture == 0) {
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outSpecular.b = material.metallicFactor;
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outSpecular.g = material.roughnessFactor;
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outSpecular.r = 1;
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} else {
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outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
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}
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float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
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gPosition = outpos;
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gNormal = out_normal;
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gAlbedo = inColor;
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// outColor = vec4(vec3(outpos.z) * 0.5 + 0.5 , 1.0);
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// outColor = vec4(inColor, 1.0);
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// outColor = vec4(vec3(intensity), 1.0);
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// outColor = vec4(out_normal, 1.0);
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gNormal = outNormal;
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gAlbedo = outColor;
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gSpecular = outSpecular;
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}
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@@ -0,0 +1,12 @@
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#version 450
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layout (set = 0, binding = 0) uniform samplerCube skybox;
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layout(location = 0) in vec3 texCoords;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(skybox, texCoords);
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}
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@@ -0,0 +1,61 @@
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#version 450
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layout(set = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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vec3 positions[36] = vec3[](
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3( 1.0f, 1.0f, -1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3( 1.0f, -1.0f, 1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3( 1.0f, 1.0f, -1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3( 1.0f, -1.0f, 1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3( 1.0f, 1.0f, -1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3( 1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3( 1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3( 1.0f, -1.0f, 1.0f)
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);
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layout(location = 0) out vec3 texCoords;
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void main()
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{
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mat4 normalView = mat4(mat3(Camera.view));
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texCoords = positions[gl_VertexIndex];
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vec4 pos = Camera.projection * normalView * vec4(positions[gl_VertexIndex], 1.0);
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gl_Position = pos.xyww;
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}
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