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@@ -8,6 +8,7 @@ layout(push_constant) uniform PushConstants {
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layout(binding = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 projection;
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mat4 ortho_projection;
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float time;
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vec3 light_position;
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vec3 light_directional_rotation;
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@@ -16,7 +17,6 @@ layout(binding = 0) uniform ObjectUniformData {
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec2 tex_coords;
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@@ -25,15 +25,16 @@ out gl_PerVertex {
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};
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void main() {
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float scale = 0.01;
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mat4 invert = mat4(
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1., 0., 0., 0.,
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0., -1., 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.
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scale, 0., 0., 0.,
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0., scale, 0., 0.,
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0., 0., scale, 0.,
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0., 0., 0., 1.
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);
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// Vertex position in camera
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gl_Position = ubo.projection * ubo.view * invert * push.model * vec4(position, 1.0);
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gl_Position = ubo.ortho_projection * vec4(position, 1.0);
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// Just interpolate UV coords, no transformation needed
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tex_coords = uv;
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