Started work on MSAA with deferred rendering example
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data/shaders/deferredmultisampling/debug.vert
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data/shaders/deferredmultisampling/debug.vert
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outUV;
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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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outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0);
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gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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