Add depth buffer
- Add depth testing to swapchain - Add Shader abstraction - Add CommandBuffer abstraction
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@@ -1,12 +1,15 @@
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#version 450
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layout(set = 1, binding = 0) uniform sampler2D texSampler;
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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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outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord);
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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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