Draw floors using vertex pulling
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@@ -4,7 +4,6 @@ in vec2 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 normal;
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//layout (binding=0) uniform sampler2DArray tilesetSampler;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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@@ -1,12 +1,12 @@
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#version 450 core
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layout (location = 0) in vec4 posXX;
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layout (location = 1) in vec4 texPosRot;
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struct PosTexRot {vec4 posXX; vec4 texPosRot; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 8) readonly buffer Data { PosTexRot data[]; };
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out vec4 vTexPosRot;
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out vec2 vPos;
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void main()
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{
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vPos = posXX.xy;
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vPos = data[gl_VertexID].posXX.xy;
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gl_Position = theMat * vec4(vPos,0,1.0) ;
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vTexPosRot = texPosRot;
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vTexPosRot = data[gl_VertexID].texPosRot;
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}
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