textures!!!
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@@ -1,9 +1,11 @@
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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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f_color = vec4(.3, (pos.y + 5.) / 10., .8, 1.0);
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f_color = texture(tex, tex_coords);
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}
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@@ -2,8 +2,9 @@
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 0) out vec3 pos;
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layout(location = 0) out vec2 tex_coords;
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layout(push_constant) uniform PushConstants {
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float time;
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@@ -14,5 +15,5 @@ layout(push_constant) uniform PushConstants {
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void main() {
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gl_Position = push.projection * push.view * push.model * vec4(position, 1.0);
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pos = gl_Position.xyz;
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tex_coords = uv;
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}
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