Added sample for VK_EXT_descriptor_buffer
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data/shaders/glsl/descriptorbuffer/cube.frag
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data/shaders/glsl/descriptorbuffer/cube.frag
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#version 450
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layout (set = 2, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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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 = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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}
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data/shaders/glsl/descriptorbuffer/cube.frag.spv
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data/shaders/glsl/descriptorbuffer/cube.frag.spv
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data/shaders/glsl/descriptorbuffer/cube.vert
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data/shaders/glsl/descriptorbuffer/cube.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 vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBOCamera {
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mat4 projection;
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mat4 view;
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} camera;
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layout (set = 1, binding = 0) uniform UBOModel {
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mat4 matrix;
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} model;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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out gl_PerVertex {
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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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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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gl_Position = camera.projection * camera.view * model.matrix * vec4(inPos.xyz, 1.0);
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}
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data/shaders/glsl/descriptorbuffer/cube.vert.spv
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data/shaders/glsl/descriptorbuffer/cube.vert.spv
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