feat: shaders!! working!!
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@@ -1,7 +1,61 @@
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#version 320 es
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in vec2 UV;
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out vec2 vUV;
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// #ifdef GL_AMD_vertex_shader_layer
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// #extension GL_AMD_vertex_shader_layer : enable
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// #elif defined(GL_NV_viewport_array2)
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// #extension GL_NV_viewport_array2 : enable
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// #else
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// #define gl_Layer int _dummy_gl_layer_var
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// #endif
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struct Inst
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{
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mat4 world;
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vec4 color;
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};
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layout(binding = 1, std140) uniform StereoKitBuffer
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{
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layout(row_major) mat4 sk_view[2];
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layout(row_major) mat4 sk_proj[2];
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layout(row_major) mat4 sk_proj_inv[2];
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layout(row_major) mat4 sk_viewproj[2];
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vec4 sk_lighting_sh[9];
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vec4 sk_camera_pos[2];
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vec4 sk_camera_dir[2];
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vec4 sk_fingertip[2];
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vec4 sk_cubemap_i;
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float sk_time;
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uint sk_view_count;
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} _38;
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layout(binding = 2, std140) uniform TransformBuffer
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{
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layout(row_major) Inst sk_inst[819];
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} _56;
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layout(binding = 0, std140) uniform _Global
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{
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vec4 diffuse_i;
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vec2 uv_scale;
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vec2 uv_offset;
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float fcFactor;
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float ripple;
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float alpha_min;
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float alpha_max;
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} _91;
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layout(location = 0) in vec4 input_pos;
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layout(location = 1) in vec3 input_norm;
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layout(location = 2) in vec2 input_uv;
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layout(location = 0) out vec2 fs_uv;
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mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
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void main()
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{
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uint _155 = uint(gl_InstanceID) % _38.sk_view_count;
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gl_Position = spvWorkaroundRowMajor(_38.sk_viewproj[_155]) * vec4((spvWorkaroundRowMajor(_56.sk_inst[uint(gl_InstanceID) / _38.sk_view_count].world) * vec4(input_pos.xyz, 1.0)).xyz, 1.0);
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fs_uv = (input_uv + _91.uv_offset) * _91.uv_scale;
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// gl_Layer = int(_155);
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}
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void main() {
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vUV = UV;
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}
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