Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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#version 450
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#include "VertexConstants.h"
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layout(location = 0) in vec3 vPos;
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layout(location = 1) in vec3 vNorm;
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layout(location = 2) in vec2 vTex;
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layout(location = 3) in vec4 vCol;
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layout(location = 4) in mat4 iModel;
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layout(location = 8) in mat4 iModelInvTrans;
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layout(location = 12) in vec4 iCol;
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void main()
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{
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// Check if the alpha = 0
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if (vCol.a * iCol.a == 0.0)
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{
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// Don't draw the triangle by moving it to an invalid location
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gl_Position = vec4(0, 0, 0, 0);
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}
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else
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{
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// Transform the position from world space to homogeneous projection space for the light
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vec4 pos = vec4(vPos, 1.0f);
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pos = iModel * pos;
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pos = c.LightView * pos;
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pos = c.LightProjection * pos;
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gl_Position = pos;
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}
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}
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