Remove all push constant binding declarations
This was a leftover from sharing GLSL with Metal and OpenGL, this is now a warning with modern SPIR-V compilers anyway.
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374d8f7b63
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ea93df18dd
26 changed files with 27 additions and 27 deletions
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@ -157,7 +157,7 @@ layout(std430, binding = 1) buffer readonly SceneInformation {\n \
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} scene;\n \
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} scene;\n \
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layout (binding = 2) uniform sampler2D sun_shadow;\n \
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layout (binding = 2) uniform sampler2D sun_shadow;\n \
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layout (binding = 6) uniform sampler2DArray spot_shadow;\n \
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layout (binding = 6) uniform sampler2DArray spot_shadow;\n \
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layout(push_constant, binding = 0) uniform PushConstant {\n \
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layout(push_constant) uniform PushConstant {\n \
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mat4 model;\n \
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mat4 model;\n \
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};\n";
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};\n";
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@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (location = 0) out vec4 outColor;
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -1,6 +1,6 @@
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -1,6 +1,6 @@
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layout (location = 0) out vec4 outColor;
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layout (location = 0) out vec4 outColor;
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layout(push_constant, binding = 1) uniform PushConstant{
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layout(push_constant) uniform PushConstant{
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -1,6 +1,6 @@
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layout (location = 0) in vec3 inPosition;
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layout (location = 0) in vec3 inPosition;
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layout(push_constant, binding = 1) uniform PushConstant{
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layout(push_constant) uniform PushConstant{
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -1,6 +1,6 @@
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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layout(push_constant, binding = 1) uniform PushConstant {
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layout(push_constant) uniform PushConstant {
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -1,6 +1,6 @@
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layout (location = 0) in vec3 inPosition;
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layout (location = 0) in vec3 inPosition;
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layout(push_constant, binding = 1) uniform PushConstant{
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layout(push_constant) uniform PushConstant{
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mat4 mvp;
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mat4 mvp;
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vec4 color;
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vec4 color;
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};
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};
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor;
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layout(rgba32f, binding = 0) uniform image2D color_sampler;
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layout(rgba32f, binding = 0) uniform image2D color_sampler;
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layout(binding = 3) uniform sampler2D aperture_sampler;
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layout(binding = 3) uniform sampler2D aperture_sampler;
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layout(push_constant, binding = 2) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec4 params;
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vec4 params;
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};
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};
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@ -7,7 +7,7 @@ layout(location = 2) out float outDepth;
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layout(binding = 1) uniform sampler2D depth_sampler;
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layout(binding = 1) uniform sampler2D depth_sampler;
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layout(push_constant, binding = 2) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec4 params;
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vec4 params;
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};
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};
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor;
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layout(binding = 2) uniform samplerCube environmentSampler;
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layout(binding = 2) uniform samplerCube environmentSampler;
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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mat4 mvp;
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float roughness;
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float roughness;
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};
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};
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@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition;
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layout(location = 0) out vec3 outPos;
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layout(location = 0) out vec3 outPos;
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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mat4 mvp;
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float roughness;
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float roughness;
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};
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};
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@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (location = 0) out vec4 outColor;
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layout(push_constant, binding = 1) uniform PushConstants {
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layout(push_constant) uniform PushConstants {
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int horizontal;
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int horizontal;
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};
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};
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@ -12,7 +12,7 @@ layout(std430, binding = 1) buffer HistogramBuffer {
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uint histogram[];
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uint histogram[];
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};
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};
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layout(push_constant, binding = 2) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec4 params;
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vec4 params;
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};
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};
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@ -15,7 +15,7 @@ layout(std430, binding = 1) buffer HistogramBuffer {
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uint histogram[];
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uint histogram[];
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};
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};
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layout(push_constant, binding = 2) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec4 params;
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vec4 params;
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};
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};
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@ -5,7 +5,7 @@ layout(location = 2) in vec4 in_color;
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec2 out_uv;
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layout(location = 1) out vec2 out_uv;
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layout(std430, push_constant, binding = 1) uniform PushConstant {
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layout(std430, push_constant) uniform PushConstant {
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mat4 projection;
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mat4 projection;
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};
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};
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@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition;
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layout(location = 0) out vec3 outPos;
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layout(location = 0) out vec3 outPos;
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 mvp;
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mat4 mvp;
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};
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};
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@ -47,11 +47,11 @@ layout(std430, binding = 1) buffer readonly SceneInformation {
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} scene;
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} scene;
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#ifdef CUBEMAP
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#ifdef CUBEMAP
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layout(push_constant, binding = 0) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 model, view;
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mat4 model, view;
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};
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};
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#else
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#else
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layout(push_constant, binding = 0) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 model;
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mat4 model;
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};
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};
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#endif
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#endif
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@ -5,7 +5,7 @@
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#define SMAA_INCLUDE_VS 0
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#define SMAA_INCLUDE_VS 0
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#define SMAA_INCLUDE_PS 1
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#define SMAA_INCLUDE_PS 1
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layout(std430, push_constant, binding = 4) uniform PushConstant {
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layout(std430, push_constant) uniform PushConstant {
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vec4 viewport;
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vec4 viewport;
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vec4 options;
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vec4 options;
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vec4 transform_ops;
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vec4 transform_ops;
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@ -5,7 +5,7 @@
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#define SMAA_INCLUDE_VS 1
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#define SMAA_INCLUDE_VS 1
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#define SMAA_INCLUDE_PS 0
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#define SMAA_INCLUDE_PS 0
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layout(std430, push_constant, binding = 4) uniform readonlPushConstant {
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layout(std430, push_constant) uniform readonlPushConstant {
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vec4 viewport;
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vec4 viewport;
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float fade;
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float fade;
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vec4 transform_ops;
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vec4 transform_ops;
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@ -33,7 +33,7 @@ layout(std430, binding = 5) buffer readonly SceneInformation {
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int numLights;
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int numLights;
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} scene;
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} scene;
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layout(push_constant, binding = 6) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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mat4 model, view;
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mat4 model, view;
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int materialOffset;
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int materialOffset;
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};
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};
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@ -10,7 +10,7 @@ layout (location = 5) in vec4 inBoneWeight;
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layout (location = 0) out vec3 outPos;
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layout (location = 0) out vec3 outPos;
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layout (location = 1) flat out int index;
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layout (location = 1) flat out int index;
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layout(push_constant, binding = 0) uniform PushConstant {
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layout(push_constant) uniform PushConstant {
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mat4 mvp, model;
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mat4 mvp, model;
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};
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};
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@ -4,7 +4,7 @@ layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (location = 0) out vec4 out_color;
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layout(push_constant, binding = 1) uniform PushConstant{
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layout(push_constant) uniform PushConstant{
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mat4 view;
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mat4 view;
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vec4 sun_position_fov;
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vec4 sun_position_fov;
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float aspect;
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float aspect;
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@ -1,6 +1,6 @@
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layout (location = 0) out vec2 out_uv;
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layout (location = 0) out vec2 out_uv;
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layout(push_constant, binding = 1) uniform PushConstant{
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layout(push_constant) uniform PushConstant{
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mat4 view;
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mat4 view;
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vec4 sun_position_fov;
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vec4 sun_position_fov;
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float aspect;
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float aspect;
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@ -4,7 +4,7 @@
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#define SMAA_GLSL_4 1
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#define SMAA_GLSL_4 1
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#define SMAA_PREDICATION 1
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#define SMAA_PREDICATION 1
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layout(std430, push_constant, binding = 2) uniform PushConstant {
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layout(std430, push_constant) uniform PushConstant {
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vec4 viewport;
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vec4 viewport;
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mat4 correctionMatrix;
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mat4 correctionMatrix;
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};
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};
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@ -29,7 +29,7 @@ layout(std430, binding = 2) buffer readonly StringBuffer {
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StringInstance strings[];
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StringInstance strings[];
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};
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};
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layout(push_constant, binding = 4) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec2 screenSize;
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vec2 screenSize;
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mat4 mvp;
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mat4 mvp;
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};
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};
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@ -14,7 +14,7 @@ layout(std430, binding = 0) buffer readonly ElementBuffer {
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ElementInstance elements[];
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ElementInstance elements[];
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};
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};
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layout(push_constant, binding = 1) uniform readonly PushConstant{
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layout(push_constant) uniform readonly PushConstant{
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vec2 screenSize;
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vec2 screenSize;
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mat4 mvp;
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mat4 mvp;
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};
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};
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