Added KRMesh::isReady
Vulkan test code now uses KRMesh and asset ingestion pipeline for vertex and index data. Updated Vulkan test shader to match KRMesh attribute layout.
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@@ -5,17 +5,11 @@
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layout(location = 0) out vec3 fragColor;
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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in vec3 vertex_uv;
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layout(location = 1) in vec3 vertex_normal;
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layout(location = 2) in vec3 vertex_tangent;
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layout(constant_id = 0) const int QUALITY_LEVEL = 64; // Specialization constant test
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vec3 colors[4] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0),
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vec3(1.0, 0.0, 1.0)
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);
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void main() {
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gl_Position = vec4(vertex_position * 0.5, 1.0);
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fragColor = colors[gl_VertexIndex];
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fragColor = vertex_normal * 0.25 + vec3(0.5, 0.5, 0.5);
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}
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