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data/shaders/descriptorindexing/descriptorindexing.vert
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data/shaders/descriptorindexing/descriptorindexing.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in int inTextureIndex;
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layout (binding = 0) uniform Matrices
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} matrices;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) flat out int outTexIndex;
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void main()
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{
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outUV = inUV;
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outTexIndex = 0;
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outTexIndex = inTextureIndex;
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outTexIndex = gl_InstanceIndex;
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vec4 pos = vec4(inPos, 1.0f);
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pos.y += gl_InstanceIndex;
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gl_Position = matrices.projection * matrices.view * matrices.model * pos;
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}
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