feat: add UVs to shader pipeline
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@@ -3,6 +3,7 @@
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// Per-fragment - mesh dependent information.
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layout(location = 0) in vec3 inFragPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inUv;
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// Per-frame information - CameraUniform struct
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layout(set = 0, binding = 0) uniform CameraUniform {
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@@ -3,12 +3,13 @@
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// Per-vertex information - Vertex3 struct
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec3 uv;
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// Per-instance information - GpuInstance struct
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layout(location = 2) in vec4 transform_col1;
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layout(location = 3) in vec4 transform_col2;
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layout(location = 4) in vec4 transform_col3;
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layout(location = 5) in vec4 transform_col4;
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layout(location = 3) in vec4 transform_col1;
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layout(location = 4) in vec4 transform_col2;
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layout(location = 5) in vec4 transform_col3;
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layout(location = 6) in vec4 transform_col4;
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// Per-frame information - CameraUniform struct
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layout(set = 0, binding = 0) uniform CameraUniform {
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@@ -21,6 +22,7 @@ layout(set = 0, binding = 0) uniform CameraUniform {
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// Outputs
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layout(location = 0) out vec3 outFragPosition;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out vec3 outUv;
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void main() {
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// We then multiply each vertex by its transform to find the correct location in the scene.
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@@ -31,4 +33,5 @@ void main() {
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gl_Position = mvp * vec4(position, 1.0f);
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outFragPosition = vec3(model * vec4(position, 1.0));
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outNormal = normal;
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outUv = uv;
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}
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