Started work on dynamic terrain tessellation example
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data/shaders/terraintessellation/skysphere.vert
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data/shaders/terraintessellation/skysphere.vert
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#version 450 core
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layout (location = 0) in vec3 inPos;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out vec2 outUV;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 mvp;
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} ubo;
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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(void)
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{
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gl_Position = ubo.mvp * vec4(inPos, 1.0);
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outUV = inUV;
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outUV.t = 1.0 - outUV.t;
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}
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