chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite

This commit is contained in:
emil28092005
2026-06-17 22:12:51 +03:00
parent ff4a3faae9
commit dd105ea4af
40 changed files with 257 additions and 5884 deletions
@@ -1,48 +0,0 @@
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec3 fragWorldPos;
layout(location = 3) out vec2 fragUv;
struct Light
{
vec3 direction;
float intensity;
vec3 color;
float _pad;
};
layout(set = 0, binding = 0) uniform FrameConstants
{
vec3 cameraPosition;
uint lightCount;
vec3 ambientColor;
float _pad;
Light lights[4];
} frame;
layout(push_constant) uniform PushConstants
{
mat4 mvp;
vec3 materialAlbedo;
float materialRoughness;
float materialMetallic;
uint useTexture;
uint textureIndex;
uint _pad0;
uint _pad1;
} push;
void main()
{
gl_Position = push.mvp * vec4(inPosition, 1.0);
fragColor = inColor;
fragNormal = inNormal;
fragWorldPos = inPosition;
fragUv = inPosition.xz * 0.5 + 0.5;
}