stk-code_catmod/data/shaders/ge_shaders/utils/spm_layout.h

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#ifdef BIND_MESH_TEXTURES_AT_ONCE
#extension GL_ARB_shader_draw_parameters : enable
#endif
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layout(std140, set = 1, binding = 0) uniform CameraBuffer
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{
mat4 m_view_matrix;
mat4 m_projection_matrix;
mat4 m_inverse_view_matrix;
mat4 m_inverse_projection_matrix;
mat4 m_projection_view_matrix;
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mat4 m_inverse_projection_view_matrix;
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} u_camera;
struct ObjectData
{
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vec3 m_translation;
float m_hue_change;
vec4 m_rotation;
vec3 m_scale;
uint m_custom_vertex_color;
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int m_skinning_offset;
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int m_material_id;
vec2 m_texture_trans;
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};
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layout(std140, set = 1, binding = 1) readonly buffer ObjectBuffer
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{
ObjectData m_objects[];
} u_object_buffer;
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layout(std140, set = 1, binding = 2) readonly buffer SkinningMatrices
{
mat4 m_mat[];
} u_skinning_matrices;
#ifdef BIND_MESH_TEXTURES_AT_ONCE
layout(std430, set = 1, binding = 3) readonly buffer MaterialIDs
{
int m_material_id[];
} u_material_ids;
#endif
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layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 v_normal;
layout(location = 2) in vec4 v_color;
layout(location = 3) in vec2 v_uv;
layout(location = 4) in vec2 v_uv_two;
layout(location = 5) in vec4 v_tangent;
layout(location = 6) in ivec4 v_joint;
layout(location = 7) in vec4 v_weight;
layout(location = 0) out vec4 f_vertex_color;
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layout(location = 1) out vec2 f_uv;
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layout(location = 2) out vec2 f_uv_two;
layout(location = 3) flat out int f_material_id;
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layout(location = 4) out float f_hue_change;