added materials in shaders
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@@ -1,11 +1,15 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec3 baseColor;
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};
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layout(location = 0) in vec3 normal;
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layout(location = 1) in Material material;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(normal, 1.0);
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outColor = vec4(material.baseColor, 1.0);
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}
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@@ -8,33 +8,55 @@ struct Vertex {
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vec2 uv[2];
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};
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struct Material {
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vec3 baseColor;
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};
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struct Mesh {
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uint indexBufferIndex;
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uint vertexBufferIndex;
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uint materialBufferIndex;
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};
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layout( push_constant ) uniform constants
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{
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mat4 render_matrix;
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uint meshIndex;
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} PushConstants;
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layout(set = 0, 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(set = 1, binding = 0) buffer ResourceBuffer {
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layout(align = 16) Vertex resources[];
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} ResourceBuffers[];
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layout(set = 1, binding = 0) buffer MeshBuffer {
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layout(align = 16) Mesh mesh;
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} MeshBuffers[];
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layout(set = 1, binding = 1) buffer PositionBuffer {
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uint resources[];
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} PositionBuffers[];
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layout(set = 1, binding = 1) buffer VertexBuffer {
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layout(align = 16) Vertex vertices[];
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} VertexBuffers[];
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layout(set = 1, binding = 2) buffer ColorBuffer {
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layout(align = 16) vec3 resources[];
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} ColorBuffers[];
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layout(set = 1, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 1, binding = 3) buffer ccBuffer {
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layout(align = 16) vec3 resources[];
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} ssBuffers[];
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layout(set = 1, binding = 3) buffer MaterialBuffer {
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layout(align = 16) Material material;
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} MaterialBuffers[];
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layout(location = 0) out vec3 normal;
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layout(location = 1) out Material material;
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void main() {
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Vertex vertex = ResourceBuffers[ nonuniformEXT(0) ].resources[PositionBuffers[ nonuniformEXT(0) ].resources[gl_VertexIndex] ];
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void main()
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{
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Mesh mesh = MeshBuffers[PushConstants.meshIndex].mesh;
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material = MaterialBuffers[ mesh.materialBufferIndex ].material;
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uint index = IndexBuffers[ mesh.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ mesh.vertexBufferIndex ].vertices[ index ];
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normal = vertex.normal.xyz;
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float scale = 0.3;
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gl_Position = vec4(vertex.position.x * scale - 0.1, vertex.position.y * scale - 0.7, (vertex.position.z * scale * -1.0 + 0.9), 1.0);
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.x * scale - 0.1, vertex.position.y * scale - 0.7, (vertex.position.z * scale * -1.0 + 0.9), 1.0);
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}
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