SSAO, performance sucks and it flickers so tweaking is needed, also more material support
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39 changed files with 889 additions and 74 deletions
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@ -1,7 +1,7 @@
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#version 450
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// Keep in sync manually with Java code
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const int MAX_TEXTURES = 256;
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const int MAX_TEXTURES = 512;
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layout (location = 0) in vec2 inTextCoords;
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layout (location = 1) in flat uint inMaterialIdx;
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@ -36,6 +36,11 @@ layout(set = 2, binding = 0) readonly buffer MaterialUniform {
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void main()
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{
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Material material = matUniform.materials[inMaterialIdx];
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int textureIndex = int(material.textureIdx);
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if (textureIndex >= MAX_TEXTURES){
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outFragColor = vec2(0.0,0.0);
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return;
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}
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vec4 albedo;
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if (material.hasTexture == 1) {
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albedo = texture(textSampler[material.textureIdx], inTextCoords);
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