Push vulkan shaders
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glslangvalidator -V triangle.vert -o triangle.vert.spv
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glslangvalidator -V triangle.frag -o triangle.frag.spv
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = vec4(inColor, 1.0);
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}
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projectionMatrix;
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mat4 modelMatrix;
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mat4 viewMatrix;
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} ubo;
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layout (location = 0) out vec3 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor;
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gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0);
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}
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