- move most push constants to dynamic uniform buffers
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d958c4fec5
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7 changed files with 64 additions and 37 deletions
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@ -46,28 +46,13 @@ static const char *shaderBindings = R"(
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vec4 lights[];
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};
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// textures
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layout(set = 1, binding = 0) uniform sampler2D tex;
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// layout(set = 1, binding = 1) uniform sampler2D texture2;
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// layout(set = 1, binding = 2) uniform sampler2D texture3;
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// layout(set = 1, binding = 3) uniform sampler2D texture4;
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// layout(set = 1, binding = 4) uniform sampler2D texture5;
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// layout(set = 1, binding = 5) uniform sampler2D texture6;
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// layout(set = 1, binding = 16) uniform sampler2D ShadowMap;
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// This must match the PushConstants struct
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layout(push_constant, std140) uniform PushConstants
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{
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// matrices
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layout(set = 0, binding = 2, std140) uniform MatricesUBO {
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mat4 ModelMatrix;
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mat4 NormalModelMatrix;
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mat4 TextureMatrix;
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};
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int uTextureMode;
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float uAlphaThreshold;
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vec2 uClipSplit;
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// colors
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layout(set = 0, binding = 3, std140) uniform ColorsUBO {
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vec4 uObjectColor;
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vec4 uObjectColor2;
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vec4 uDynLightColor;
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@ -76,8 +61,9 @@ static const char *shaderBindings = R"(
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float uDesaturationFactor;
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float uInterpolationFactor;
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float padding0, padding1;
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};
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// Glowing walls stuff
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layout(set = 0, binding = 4, std140) uniform GlowingWallsUBO {
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vec4 uGlowTopPlane;
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vec4 uGlowTopColor;
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vec4 uGlowBottomPlane;
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@ -88,6 +74,23 @@ static const char *shaderBindings = R"(
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vec4 uSplitTopPlane;
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vec4 uSplitBottomPlane;
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};
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// textures
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layout(set = 1, binding = 0) uniform sampler2D tex;
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// layout(set = 1, binding = 1) uniform sampler2D texture2;
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// layout(set = 1, binding = 2) uniform sampler2D texture3;
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// layout(set = 1, binding = 3) uniform sampler2D texture4;
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// layout(set = 1, binding = 4) uniform sampler2D texture5;
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// layout(set = 1, binding = 5) uniform sampler2D texture6;
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// layout(set = 1, binding = 16) uniform sampler2D ShadowMap;
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// This must match the PushConstants struct
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layout(push_constant) uniform PushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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vec2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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