asdf
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@@ -6,9 +6,12 @@ layout(location = 0) out vec3 pos;
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layout(push_constant) uniform push_constants {
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float time;
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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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void main() {
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gl_Position = vec4(position + vec3(sin(push.time / 10.), 0., 0.), 1.0);
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gl_Position = push.projection * push.view * push.model * vec4(position + vec3(sin(push.time / 10.), 0., 0.), 1.0);
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pos = gl_Position.xyz;
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}
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