Directional Shdaows, no alpha
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//*VERTEX*
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#version 450
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#extension GL_EXT_buffer_reference : enable
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layout(binding = 1) readonly buffer positions_buffer
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{
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mat4 model_matrix[];
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};
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layout(binding = 0) uniform uniform_per_frame
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{
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mat4 view;
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mat4 proj;
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uint shadow_texture_id;
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vec3 padding0;
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};
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layout (location = 0) in vec3 inPos; //12 bytes : 0
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layout (location = 1) in vec2 inUV; //8 Bytes : 12
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layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
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layout (location = 3) in vec3 inNormal; //8 Bytes : 12
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layout (location = 4) in vec3 inBiTangent;
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layout (location = 5) in vec3 inTangent;
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layout (location=0) out VS_OUT
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{
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vec2 vsUV;
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};
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void main()
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{
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uint chunkid = inChunkID[0];
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mat4 model = model_matrix[chunkid];
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gl_Position = proj * view * vec4(inPos, 1.0);
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vsUV = inUV;
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}
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