Redo of render paths
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@@ -0,0 +1,33 @@
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import InputGeometry;
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struct ViewParams
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float4 cameraPos_WS;
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};
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layout(set = 0, binding = 0)
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ParameterBlock<ViewParams> gViewParams;
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struct ModelParameter
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{
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float4x4 modelMatrix;
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}
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[[vk::push_constant]]
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ConstantBuffer<ModelParameter> gModelParams;
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struct VertexShaderOutput
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{
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float4 out_Position : SV_Position;
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}
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[shader("vertex")]
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VertexShaderOutput depthPrepass(PositionOnlyVertexInput input)
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{
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VertexShaderOutput out;
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float4 worldPos = mul(gModelParams.modelMatrix, float4(input.getVertexPosition(), 1));
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float4 viewPos = mul(gViewParams.viewMatrix, worldPos);
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out.out_Position = mul(gViewParams.projectionMatrix, viewPos);
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return out;
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}
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