Textures
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@@ -1,14 +1,10 @@
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#version 450
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layout(location = 0) in float vertexIndex;
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layout(location = 1) in float depth;
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 fragColor;
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layout(set = 2, binding = 0) uniform sampler2D texture_sampler;
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void main() {
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fragColor = vec4(
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depth,
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cos(vertexIndex * 0.5) * 0.25 + 0.75,
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sin(vertexIndex * 0.5) * 0.25 + 0.75,
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1.0
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);
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fragColor = texture(texture_sampler, inUV);
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}
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@@ -1,8 +1,8 @@
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#version 450
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layout(location = 0) in vec3 inCoord;
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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(location = 1) in vec2 inUV;
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layout(location = 0) out vec2 outUV;
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layout(set = 1, binding = 0) uniform Camera{
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mat4 transform;
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@@ -11,10 +11,7 @@ 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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vertexIndex = gl_VertexIndex;
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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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gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
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outUV = inUV;
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}
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