OpenGL works again, Vulkan can be switched to, fixed most of the vulkan validation errors, better shadows, soft shadows, emissive lighting, and multiple different opacity rendering methods
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0d41f3e15b
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54 changed files with 1102 additions and 268 deletions
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@ -9,17 +9,25 @@ layout (location = 1) in flat uint inMaterialIdx;
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layout(location = 0) out vec2 outFragColor;
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struct Material {
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vec4 diffuseColor;
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uint hasTexture;
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uint textureIdx;
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uint hasNormalMap;
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uint normalMapIdx;
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uint hasRoughMap;
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uint roughMapIdx;
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float roughnessFactor;
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float metallicFactor;
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vec4 diffuseColor; //16
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uint hasTexture; //20
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uint textureIdx; //24
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uint hasNormalMap; //28
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uint normalMapIdx; //32
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uint hasRoughMap; //36
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uint roughMapIdx; //40
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float roughnessFactor; //44
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float metallicFactor; //48
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vec4 emissiveColour; //64
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uint hasEmissiveMap; //68
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uint emissiveMapIdx; //72
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uint hasTranslucencyMap; //76
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uint translucencyMapIdx; //80
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float translucencyFactor; //84
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uint hasOpacityMap; //88
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uint OpacityMapIdx; //92
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float OpacityFactor; //96
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};
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layout(set = 1, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
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layout(set = 2, binding = 0) readonly buffer MaterialUniform {
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Material materials[];
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