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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

This commit is contained in:
2026-10-24 05:47:11 +02:00
parent 68fa5dc2da
commit bd589f272d
235 changed files with 9397 additions and 3975 deletions

View File

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