Trying to add fluid simulation
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@@ -21,7 +21,6 @@ struct ViewParameter
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uint frameIndex;
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float time;
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};
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layout(set=0)
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ParameterBlock<ViewParameter> pViewParams;
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float4 worldToModel(float4x4 inverseTransform, float4 world)
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@@ -71,7 +71,6 @@ struct LightEnv
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Texture2D brdfLUT;
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SamplerState lutSampler;
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};
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layout(set=3)
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ParameterBlock<LightEnv> pLightEnv;
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interface IBRDF
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@@ -14,7 +14,6 @@ struct MaterialResources
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SamplerState samplerArray[512];
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StructuredBuffer<float> floatArray;
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};
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layout(set=4)
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ParameterBlock<MaterialResources> pResources;
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Texture2D getMaterialTextureParameter(uint index)
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+15
-14
@@ -45,20 +45,6 @@ struct MeshletCullingInfo
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}
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};
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struct DrawCallOffsets
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{
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uint instanceOffset;
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uint textureOffset;
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uint samplerOffset;
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uint floatOffset;
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};
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#ifdef RAY_TRACING
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layout(shaderRecordEXT)
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#else
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layout(push_constant)
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#endif
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ConstantBuffer<DrawCallOffsets> pOffsets;
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struct Scene
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{
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StructuredBuffer<float> positions;
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@@ -73,6 +59,21 @@ struct Scene
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};
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ParameterBlock<Scene> pScene;
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struct DrawCallOffsets
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{
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uint instanceOffset;
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uint textureOffset;
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uint samplerOffset;
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uint floatOffset;
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};
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#ifdef RAY_TRACING
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// Shader record buffers are accessed via a different mechanism and don't use descriptor set bindings
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layout(set = 15, shaderRecordEXT)
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#else
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layout(push_constant)
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#endif
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ConstantBuffer<DrawCallOffsets> pOffsets;
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uint32_t encodePrimitive(uint32_t meshletId)
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{
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return meshletId;
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@@ -34,5 +34,4 @@ struct StaticMeshVertexData
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StructuredBuffer<uint16_t> color;
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StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
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};
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layout(set = 1)
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ParameterBlock<StaticMeshVertexData> pVertexData;
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