chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite
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@@ -1,48 +0,0 @@
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragWorldPos;
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layout(location = 3) out vec2 fragUv;
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struct Light
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{
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vec3 direction;
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float intensity;
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vec3 color;
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float _pad;
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};
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layout(set = 0, binding = 0) uniform FrameConstants
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{
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vec3 cameraPosition;
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uint lightCount;
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vec3 ambientColor;
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float _pad;
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Light lights[4];
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} frame;
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layout(push_constant) uniform PushConstants
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{
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mat4 mvp;
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vec3 materialAlbedo;
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float materialRoughness;
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float materialMetallic;
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uint useTexture;
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uint textureIndex;
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uint _pad0;
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uint _pad1;
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} push;
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void main()
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{
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gl_Position = push.mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragNormal = inNormal;
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fragWorldPos = inPosition;
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fragUv = inPosition.xz * 0.5 + 0.5;
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}
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