feat: support uniform blocks
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@ -1,13 +1,23 @@
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#version 410 core
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#version 460 core
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// Input vertex attributes
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layout (location = 0) in vec3 position; // Vertex position in local space (model space)
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layout (location = 3) in mat4 instanceModel; // Vertex texture uv
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// layout (std140, binding = 1) uniform Matrices
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// {
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// mat4 projection;
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// mat4 view;
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// };
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// Uniforms for transformation matrices
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uniform mat4 u_model; // Model matrix: transforms from local space to world space
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uniform mat4 u_lightSpace;
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uniform bool u_isInstanced;
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void main()
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{
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gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
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mat4 model = u_isInstanced ? instanceModel : u_model;
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gl_Position = u_lightSpace * model * vec4(position, 1.0);
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}
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@ -6,6 +6,12 @@ layout (location = 1) in vec3 normal; // vertex normal
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layout (location = 2) in vec2 texCoord; // Vertex texture uv
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layout (location = 3) in mat4 instanceModel; // Vertex texture uv
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layout (std140, binding = 1) uniform Matrices
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{
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mat4 projection;
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mat4 view;
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};
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// Output to fragment shader
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out vec3 vertexPos;
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out vec3 vertexNormal;
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@ -14,8 +20,8 @@ out vec4 fragPosLightSpace;
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// Uniforms for transformation matrices
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uniform mat4 u_model; // Model matrix: transforms from local space to world space
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uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
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uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
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// uniform mat4 u_view;
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// uniform mat4 u_projection;
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uniform bool u_isInstanced;
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void main()
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@ -32,5 +38,5 @@ void main()
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// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
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gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
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gl_Position = projection * view * vec4(vertexPos, 1.0);
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}
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