feat: draw meshes with instanced multi-draw indirect
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@@ -12,6 +12,7 @@ layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec4 inTangent;
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layout (location = 4) flat in uint inMaterialID;
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layout (location = 0) out vec4 outFragColor;
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@@ -62,7 +63,7 @@ float calculateShadow(Light light, vec3 fragPos, vec3 geometryNormal)
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void main()
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{
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MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
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MaterialData material = pcs.sceneData.materials.data[inMaterialID];
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uint samplerID = material.textureFilteringMode;
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vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
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