Moved from material abstraction to pipeline abstraction, need to implement bindless textures\n
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#version 450
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#version 450
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTex;
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layout(location = 1) in vec2 fragTex;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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void main() {
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outColor = texture(texSampler, fragTex);
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outColor = vec4(fragTex, 1.0, 1.0);
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}
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}
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