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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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@@ -1,23 +0,0 @@
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// depth prepass of the instances drawn from the gpu culling (opengl46_renderer::Render_Instances_Indirect()).
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// the position is worked out the way vertex.vert of the materials does it, and declared invariant in both, so the colour
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// pass which follows gets the same depth for the same surface
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layout(location = 0) in vec3 v_vert;
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layout(location = 2) in vec2 v_coord;
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#include <common>
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invariant gl_Position;
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out vec2 f_coord;
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void main()
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{
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mat4 mv = effective_modelview();
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vec4 position = mv * vec4(v_vert, 1.0);
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gl_Position = projection * position;
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f_coord = v_coord;
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#ifdef MODEL_DRAWS
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f_model_draw = uint(gl_DrawID);
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#endif
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}
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