Using buffer reference instead of un-sized array
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248 changed files with 2593 additions and 2660 deletions
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@ -16,16 +16,18 @@
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#include "wavefront.glsl"
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// clang-format off
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layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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// clang-format on
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layout(binding = 0) uniform UniformBufferObject
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@ -65,8 +67,8 @@ out gl_PerVertex
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void main()
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{
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mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
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mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
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mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
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mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
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vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
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