feat(render): implement Campaign AR and terrain fidelity
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368 changed files with 50611 additions and 950 deletions
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#version 460 core
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#extension GL_ARB_shader_draw_parameters : require
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#include "directional_shadow_common.glsl"
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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struct InstanceData { mat4 transform; };
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layout(std430, binding = 0) readonly buffer InstanceBuffer {
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InstanceData Instances[];
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};
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uniform int uRenderPass;
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void main() {
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int instanceIndex = gl_BaseInstanceARB + gl_InstanceID;
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vec4 worldPosition = Instances[instanceIndex].transform * vec4(aPosition, 1.0);
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gl_Position = uShadowWorldToClip[uRenderPass] * worldPosition;
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}
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