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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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22
shaders/vk14/mat_trackblend_normalmap.frag
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22
shaders/vk14/mat_trackblend_normalmap.frag
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#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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// the rails and the ballast of a track of a normal mapped material faded into those of the tracks joined at its ends, see trackblend.glsl
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#define TRACKBLEND_NORMALMAP 1
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#pragma texture(diffuse, 0, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D diffuse;
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#pragma texture(diffuse1, 1, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 1) uniform sampler2D diffuse1;
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#pragma texture(diffuse2, 2, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 2) uniform sampler2D diffuse2;
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#pragma texture(diffuse3, 3, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 3) uniform sampler2D diffuse3;
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#pragma texture(normalmap, 4, RGBA)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 4) uniform sampler2D normalmap;
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#pragma texture(normalmap1, 5, RGBA)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 5) uniform sampler2D normalmap1;
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#pragma texture(normalmap2, 6, RGBA)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 6) uniform sampler2D normalmap2;
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#pragma texture(normalmap3, 7, RGBA)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 7) uniform sampler2D normalmap3;
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#include "trackblend.glsl"
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