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#version 450
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layout(set = 0, binding = 0) uniform SceneUniform {
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mat4 view;
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mat4 proj;
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} scene;
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layout(set = 2, binding = 0) uniform ModelUniform {
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mat4 model;
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} model_ubo;
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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 = 0) out vec3 fragColor;
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void main() {
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gl_Position = scene.proj * scene.view * model_ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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2024-01-07 22:27:53 -07:00
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}
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