Fixed most vulkan validation layers
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@@ -80,7 +80,8 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -90,7 +90,8 @@ struct CopyPushConstant
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CopyPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -80,12 +80,14 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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struct PSOutput
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{
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float4 oColor0 : SV_TARGET;
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float4 oEntityID : SV_TARGET1;
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};
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@@ -92,7 +92,8 @@ struct DebugConstant
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DebugConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -80,12 +80,14 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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struct PSOutput
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{
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float4 oColor0 : SV_TARGET;
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};
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@@ -90,7 +90,8 @@ struct LineConstant
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LineConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -80,7 +80,8 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -94,7 +94,8 @@ struct OutlinePushConstant
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OutlinePushConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -80,7 +80,8 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -97,7 +97,8 @@ struct ShadingPushConstant
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ShadingPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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@@ -80,14 +80,11 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct ModelPushConstant
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{
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int modelIndex; // Push constant data
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@@ -98,8 +95,6 @@ struct ModelPushConstant
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[[vk::push_constant]]
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ModelPushConstant pushConstants;
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PSOutput main(PSInput input)
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void main(PSInput input)
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{
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PSOutput output;
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return output;
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}
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@@ -91,7 +91,8 @@ struct ModelPushConstant
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ModelPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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};
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@@ -16,7 +16,7 @@ cbuffer ubo : register(b0, space0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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[[vk::location(0)]] float3 Color : COLOR0;
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};
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VSOutput main(VSInput input, uint VertexIndex : SV_VertexID)
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@@ -80,12 +80,13 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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struct PSInput
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{
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float4 Position : SV_Position;
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float3 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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float3 Normal : TEXCOORD2;
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float3x3 TBN : TEXCOORD3;
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//float3x3 TBN : TEXCOORD3;
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};
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struct PSOutput {
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@@ -118,7 +119,7 @@ PSOutput main(PSInput input)
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{
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// Sample from texture.
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}
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normal = mul(input.TBN, normal);
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//normal = mul(input.TBN, normal);
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normal = input.Normal / 2.0f + 0.5f;
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output.oNormal = float4(normal, 1.0f);
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@@ -92,12 +92,13 @@ struct ModelPushConstant
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ModelPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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struct VSOutput
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{
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float4 Position : SV_Position;
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float3 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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float3 Normal : TEXCOORD2;
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float3x3 TBN : TEXCOORD3;
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//float3x3 TBN : TEXCOORD3;
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};
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// Main vertex shader
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@@ -117,9 +118,9 @@ VSOutput main(uint vertexIndex : SV_VertexID)
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output.UV = float2(v.uv_x, v.uv_y);
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output.Normal = normalize(v.normal);
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float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
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float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
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float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
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output.TBN = transpose(float3x3(T, B, N));
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//float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
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//float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
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//float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
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//output.TBN = transpose(float3x3(T, B, N));
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return output;
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}
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