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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5b231d6920
54 changed files with 1102 additions and 268 deletions
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@ -12,18 +12,18 @@ layout (location = 0) out vec2 outTextCoords;
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layout (location = 1) out flat uint outMaterialIdx;
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layout(set = 0, binding = 0) uniform ProjUniforms {
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mat4 projViewMatrices[SHADOW_MAP_CASCADE_COUNT];
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mat4 projViewMatrices[SHADOW_MAP_CASCADE_COUNT];
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} projUniforms;
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void main()
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{
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for (int i = 0; i < 3; i++)
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{
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outTextCoords = inTextCoords[i];
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outMaterialIdx = inMaterialIdx[i];
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gl_Layer = gl_InvocationID;
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gl_Position = projUniforms.projViewMatrices[gl_InvocationID] * gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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for (int i = 0; i < 3; i++)
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{
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outTextCoords = inTextCoords[i];
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outMaterialIdx = inMaterialIdx[i];
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gl_Layer = gl_InvocationID;
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gl_Position = projUniforms.projViewMatrices[gl_InvocationID] * gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}
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