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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 norm;
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layout(location = 2) in vec2 uv;
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layout(location = 3) in vec4 tangent;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 proj;
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mat4 view;
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} cam;
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struct SceneNode {
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uint transformIdx;
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uint meshIdx;
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};
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layout(set = 2, binding = 1) uniform ObjectInfo {
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SceneNode nodes[];
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} objectInfo;
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layout(location = 0) out vec3 outPos;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out vec2 outUV;
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layout(location = 3) out mat3 outTBN;
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layout( push_constant ) uniform constants
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{
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uint transformIdx;
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uint materialIdx;
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} PushConstants;
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void main() {
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vec3 bitangent = cross(norm, tangent.xyz) * tangent.w;
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outTBN = mat3(tangent.xyz, bitangent, norm);
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outPos = pos.xyz * 0.05;
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outNormal = norm.xyz;
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outUV = uv;
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gl_Position = cam.proj * cam.view * vec4(outPos, 1.0);
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}
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