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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Move matrices uniform def to a header file
Too many places to keep up to date.
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14 changed files with 55 additions and 78 deletions
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (push_constant) uniform PushConstants {
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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mat4 Model;
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (push_constant) uniform PushConstants {
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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mat4 Model;
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#include "entity.h"
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#include "entity.h"
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) buffer Entities {
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layout (set = 1, binding = 0) buffer Entities {
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Entity entities[];
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Entity entities[];
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#include "entity.h"
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#include "entity.h"
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) buffer Entities {
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layout (set = 1, binding = 0) buffer Entities {
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Entity entities[];
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Entity entities[];
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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// per instance data
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// per instance data
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (constant_id = 0) const bool IQMDepthOnly = false;
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layout (constant_id = 0) const bool IQMDepthOnly = false;
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 2, binding = 0) buffer Bones {
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layout (set = 2, binding = 0) buffer Bones {
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// NOTE these are transposed, so v * m
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// NOTE these are transposed, so v * m
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (location = 0) in vec2 vertex;
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layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec2 uv;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec4 vcolor;
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layout (location = 2) in vec4 vcolor;
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6
libs/video/renderer/vulkan/shader/matrices.h
Normal file
6
libs/video/renderer/vulkan/shader/matrices.h
Normal file
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Matrices {
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mat4 Projection3d;
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mat4 View;
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mat4 Sky;
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mat4 Projection2d;
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}
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (push_constant) uniform PushConstants {
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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mat4 Model;
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#include "entity.h"
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#include "entity.h"
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) buffer Entities {
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layout (set = 1, binding = 0) buffer Entities {
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Entity entities[];
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Entity entities[];
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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// per instance data
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// per instance data
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) uniform Vertices {
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layout (set = 1, binding = 0) uniform Vertices {
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vec4 xyuv[4];
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vec4 xyuv[4];
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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layout (set = 1, binding = 0) uniform Vertices {
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layout (set = 1, binding = 0) uniform Vertices {
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vec4 xyuv[4];
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vec4 xyuv[4];
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@ -1,11 +1,9 @@
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#version 450
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform
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mat4 Projection3d;
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#include "matrices.h"
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mat4 View;
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;
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mat4 Sky;
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mat4 Projection2d;
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};
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/** Vertex position.
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/** Vertex position.
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x, y, s, t
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x, y, s, t
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