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https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-28 15:45:02 +00:00
feat: Enable MaterialX support and refactor rendering pipeline to utilize view state
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@@ -315,7 +315,8 @@ local vertex_color_source = [[
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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inColor;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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@@ -389,8 +390,8 @@ local shadow_vertex_source = [[
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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// layout(location = 2) in vec2 inTexCoord; // Not used
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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@@ -594,7 +595,8 @@ local vertex_world_color_source = [[
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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inColor;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragWorldPos;
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@@ -1027,8 +1029,8 @@ local pbr_vertex_source = [[
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor; // Color instead of normal
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layout(location = 2) in vec2 inTexCoord; // Not used for now
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragWorldPos;
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@@ -1061,8 +1063,8 @@ void main() {
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gl_Position = pc.proj * pc.view * worldPos;
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fragWorldPos = worldPos.xyz;
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fragNormal = normalize(mat3(pc.model) * vec3(0.0, 0.0, 1.0)); // Simple normal for flat shading
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fragTexCoord = vec2(0.0, 0.0); // Not used
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fragNormal = normalize(mat3(pc.model) * inNormal);
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fragTexCoord = vec2(0.0, 0.0);
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fragColor = inColor; // Use vertex color
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}
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]]
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