Smaller matrices in uniforms, texcoord transform to rotate voxel faces
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@@ -33,22 +33,24 @@ Varyings vertexMain(Vertex vert, uint instanceID : SV_VulkanInstanceID) {
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let object = _Objects[instanceID];
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let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0)).xyz;
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let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0)).xyz;
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let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0));
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let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0));
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let positionCS = mul(_Global.matrixVStoCS, float4(positionVS, 1.0));
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let normalWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.normalOS, 0.0)).xyz);
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let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)).xyz);
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let texCoord = mul(object.texCoordTransform, float3(vert.texCoord, 1.0));
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let tangentWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.tangentOS.xyz, 0.0)).xyz);
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let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)).xyz);
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let normalWS = normalize(mul(object.matrixOStoWS, float4(vert.normalOS, 0.0)));
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let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)));
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let tangentWS = normalize(mul(object.matrixOStoWS, float4(vert.tangentOS.xyz, 0.0)));
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let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)));
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let bitangentVS = vert.tangentOS.w * normalize(cross(normalVS, tangentVS));
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out.positionCS = positionCS;
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out.instance = instanceID;
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out.positionVS = positionVS;
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out.texCoord = vert.texCoord;
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out.texCoord = texCoord;
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out.normalVS = normalVS;
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out.tangentVS = tangentVS;
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out.bitangentVS = bitangentVS;
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