Using local Gltf structure
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5 changed files with 29 additions and 40 deletions
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@ -28,7 +28,7 @@ layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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// Buffers
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layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfMaterial materials[]; };
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layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfShadeMaterial materials[]; };
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layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
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// clang-format on
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@ -37,7 +37,7 @@ layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
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void main()
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{
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// Material of the object
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GltfMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
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GltfShadeMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
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vec3 N = normalize(fragNormal);
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