remove scripts
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@@ -1,2 +0,0 @@
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for %%i in (*.frag) do glslangValidator -V %%i -o %%i.spv
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for %%i in (*.vert) do glslangValidator -V %%i -o %%i.spv
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@@ -1,33 +0,0 @@
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$compileHashFile = "compilehashes.xml"
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if (Get-ChildItem -File $compileHashFile -ErrorAction SilentlyContinue) {
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$hashes = Import-Clixml $compileHashFile
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} else {
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$hashes = @{}
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}
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function CompileShader($fileName) {
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$spvFileName = "$fileName.spv"
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$newHash = Get-FileHash -Path $fileName -Algorithm SHA1
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$spvExists = $false
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if (Get-ChildItem -File $spvFileName -ErrorAction SilentlyContinue) {
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$spvExists = $true
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}
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if ($spvExists -and $hashes.ContainsKey($fileName) -and $hashes[$fileName] -eq $newHash.Hash) {
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Write-Output "Skipping $fileName"
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} else {
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glslangValidator -V $fileName -o $spvFileName
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$hashes.$fileName = $newHash.Hash
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}
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}
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Get-ChildItem -Filter *.vert | ForEach-Object {
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CompileShader $_.Name
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}
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Get-ChildItem -Filter *.frag | ForEach-Object {
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CompileShader $_.Name
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}
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Export-Clixml -Path $compileHashFile -InputObject $hashes
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@@ -26,7 +26,7 @@ void main() {
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normal_cam_u = normalize(tbn * normal_cam_u);
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// vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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vec3 light_direction_cam_u = normalize(vec3(sin(ubo.time), 1.0, cos(ubo.time)));
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vec3 light_direction_cam_u = normalize(vec3(1.0, 1.0, 1.0));
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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