Perspective projection
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@@ -1,11 +1,20 @@
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#version 450
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layout(location = 0) in vec3 inCoord;
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layout(location = 0) out vec3 outCoord;
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layout(location = 1) out float vertexIndex;
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layout(location = 0) out float vertexIndex;
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layout(location = 1) out float depth;
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layout(set = 1, binding = 0) uniform Camera{
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mat4 transform;
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} camera;
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layout(set = 1, binding = 1) uniform Object{
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mat4 transform;
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} object;
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void main() {
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outCoord = inCoord * 0.5 + 0.5;
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vertexIndex = gl_VertexIndex;
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gl_Position = vec4(inCoord, 1.0);
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vec4 outPos = vec4(inCoord, 1.0) * object.transform * camera.transform;
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depth = outPos.z / outPos.w;
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gl_Position = outPos;
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}
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