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@@ -1,11 +1,12 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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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(location = 0) out vec4 out_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(binding = 1) uniform sampler2D tex;
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void main() {
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f_color = texture(tex, tex_coords);
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out_color = texture(tex, tex_coords);
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}
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@@ -1,17 +1,17 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 projection;
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float time;
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} ubo;
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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 vec2 tex_coords;
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//layout(binding = 0) uniform UniformBufferObject {
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// mat4 view;
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// mat4 projection;
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// float time;
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//} ubo;
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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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