Add file structure to code
- Rename project to CopiumEngine
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D texSampler;
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layout(location = 0) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(texSampler, fragTexCoord);
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}
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#version 450
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layout(location = 0) in vec2 inPosition;
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layout(location = 0) out vec2 fragTexCoord;
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void main()
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{
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gl_Position = vec4(inPosition * 0.5, 0.999, 1.0);
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fragTexCoord = inPosition * 0.5 + 0.5;
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}
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#version 450
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layout(set = 0, binding = 1) uniform sampler2D texSampler;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragPosition;
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layout(location = 3) in vec3 fragLightPos;
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layout(location = 0) out vec4 outColor;
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void main() {
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float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(fragLightPos - fragPosition)), 0.0);
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outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord) * scale;
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}
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#version 450
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layout(set = 0, binding = 0) uniform SceneUniformBufferObject
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out vec3 fragPosition;
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layout(location = 3) out vec3 fragLightPos;
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void main() {
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
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fragLightPos = ubo.lightPos;
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}
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