Added capture and features to readme
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# Pléascach
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Small Vulkan 3D renderer.
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## Features
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- glTF Model loading
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- Tessellation-controlled heightmap terrains with dynamic normal calculation
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- Working lighting!
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## Short Term Changes
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- Make index buffer device-local instead of host-coherent
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- Possibly restructure Buffer class to use templates to change
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@ -93,7 +93,7 @@ GraphicsPipeline::GraphicsPipeline(vk::Device dev, const std::vector<Shader>& sh
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const auto raster_info = vk::PipelineRasterizationStateCreateInfo {
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.depthClampEnable = vk::False,
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.polygonMode = type == Type::eGLTF? vk::PolygonMode::eFill : vk::PolygonMode::eFill,
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.polygonMode = type == Type::eGLTF? vk::PolygonMode::eFill : vk::PolygonMode::eLine,
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.cullMode = vk::CullModeFlagBits::eNone,
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.frontFace = Type::eGLTF ? vk::FrontFace::eClockwise : vk::FrontFace::eCounterClockwise,
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.depthBiasEnable = vk::False,
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@ -23,7 +23,7 @@ void main() {
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/* extract L (light direction) from view matrix */
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vec3 L = -cam_dir;
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float r = length(cam_pos-pos);
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float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
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float t = clamp(dot(L, norm), 0.0, 1.0) * 200.0/(r*r);
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FragColor = vec4(t*norm, 1.0);
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FragColor = vec4(vec3(t), 1.0);
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}
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