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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