Temporarily use push constants to set view/projection matrices
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@@ -14,6 +14,8 @@ layout(location = 0) out vec2 tex_coords;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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mat4 view;
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mat4 projection;
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} push;
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out gl_PerVertex {
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@@ -21,6 +23,6 @@ out gl_PerVertex {
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};
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void main() {
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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gl_Position = push.projection * push.view * push.model * vec4(position, 1.0);
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tex_coords = uv;
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}
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