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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Use matrices header in geometry shaders
I had missed them earlier as I had forgotten about them (looked only at vertex shaders).
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d59dcba37d
commit
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3 changed files with 11 additions and 15 deletions
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@ -366,7 +366,7 @@ pushcolor_c = $(vkshaderpath)/pushcolor.frag.spvc
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waterwarp_src = $(vkshaderpath)/waterwarp.frag
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waterwarp_c = $(vkshaderpath)/waterwarp.frag.spvc
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$(slice_vert_c): $(slice_vert_src) $(matrices_h)
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$(slice_c): $(slice_src) $(matrices_h)
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$(linev_c): $(linev_src) $(matrices_h)
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$(linef_c): $(linef_src)
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@ -374,7 +374,7 @@ $(linef_c): $(linef_src)
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$(partphysicsc_c): $(partphysicsc_src)
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$(partupdatec_c): $(partupdatec_src)
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$(particlev_c): $(particlev_src) $(matrices_h)
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$(particleg_c): $(particleg_src)
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$(particleg_c): $(particleg_src) $(matrices_h)
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$(particlef_c): $(particlef_src) $(oit_store) $(oit_h)
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$(sprite_gbufv_c): $(sprite_gbufv_src) $(matrices_h)
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@ -399,7 +399,7 @@ $(bsp_depth_c): $(bsp_depth_src) $(entity_h) $(matrices_h)
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$(bsp_gbufv_c): $(bsp_gbufv_src) $(entity_h) $(matrices_h)
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$(bsp_gbufg_c): $(bsp_gbufg_src)
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$(bsp_gbufg_c): $(bsp_gbufg_src) $(matrices_h)
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$(bsp_gbuff_c): $(bsp_gbuff_src)
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@ -1,11 +1,9 @@
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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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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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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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@ -1,11 +1,9 @@
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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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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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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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