Geometry shader inputs [skip ci]
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@ -14,8 +14,6 @@ layout (binding = 0) uniform UBO
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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 vec3 inViewVec[];
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layout (location = 3) in vec3 inLightVec[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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