Camera and proper rendering

This commit is contained in:
Halbear 2026-06-07 21:40:21 +01:00
parent 3040800275
commit a8adf662ff
48 changed files with 65391 additions and 22367 deletions

View file

@ -12,11 +12,11 @@ struct Material{
uint padding[2];
};
layout(set = 1, binding = 0) readonly buffer MaterialUniform{
layout(set = 2, binding = 0) readonly buffer MaterialUniform{
Material materials[];
} matUniform;
layout(set = 2, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
layout(push_constant) uniform pc{
layout(offset = 64) uint materialIdx;

View file

@ -2,6 +2,7 @@
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec2 inTextCoords;
layout(location = 0) out vec2 outTextCoords;
@ -9,12 +10,16 @@ layout(set = 0, binding = 0) uniform ProjUniform{
mat4 matrix;
} projUniform;
layout(set = 1, binding = 0) uniform ViewUniform{
mat4 matrix;
} viewUniform;
layout(push_constant) uniform pc{
mat4 modelMatrix;
} push_constants;
void main()
{
gl_Position = projUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
outTextCoords = inTextCoords;
}