progress. But we still have to correctly send the vertex data.

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vfs committed 2026-02-16 21:29:06 +01:00
1 parent 34789e806b
commit 19f2acc2ec
15 files changed
+294 -202

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+1 -1
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@@ -11,5 +11,5 @@ layout(location = 0) out vec4 out_color;
void main() {
// outColor = texture(texSamplers[nonuniformEXT(tex_id)], uv) * color;
out_color = color;
out_color = vec4(1);
}
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-12
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@@ -9,8 +9,6 @@ struct Vertex {
uint textureID;
};
layout(set = 0, binding = 0) uniform sampler2D globalTextures[];
layout(std430, set = 0, binding = 1) readonly buffer VertexBuffer {
Vertex vertices[];
} vBuf;
@@ -21,16 +19,6 @@ layout(location = 2) out flat uint tex_id;
void main() {
Vertex testVertices[6] = Vertex[](
Vertex(vec2(-0.5, -0.5), vec2(0.0, 0.0), vec4(1.0, 0.0, 0.0, 1.0), 1.0, 0),
Vertex(vec2( 0.5, -0.5), vec2(1.0, 0.0), vec4(0.0, 1.0, 0.0, 1.0), 1.0, 0),
Vertex(vec2(-0.5, 0.5), vec2(0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), 1.0, 0),
Vertex(vec2( 0.5, 0.5), vec2(1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 1.0, 0),
Vertex(vec2(-0.5, 0.5), vec2(0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), 1.0, 0),
Vertex(vec2( 0.5, -0.5), vec2(1.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), 1.0, 0)
);
Vertex v = vBuf.vertices[gl_VertexIndex];
uv = v.uv;
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