Added dynamic uniform buffer example
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data/shaders/dynamicuniformbuffer/base.frag
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data/shaders/dynamicuniformbuffer/base.frag
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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 (location = 0) in vec3 inColor;
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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 = vec4(inColor, 1.0);
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}
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data/shaders/dynamicuniformbuffer/base.frag.spv
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data/shaders/dynamicuniformbuffer/base.frag.spv
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data/shaders/dynamicuniformbuffer/base.vert
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data/shaders/dynamicuniformbuffer/base.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 (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inColor;
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layout (binding = 0) uniform UboView
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{
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mat4 projection;
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mat4 view;
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} uboView;
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layout (binding = 1) uniform UboInstance
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{
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mat4 model;
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} uboInstance;
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layout (location = 0) out vec3 outColor;
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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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outColor = inColor;
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mat4 modelView = uboView.view * uboInstance.model;
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vec3 worldPos = vec3(modelView * vec4(inPos, 1.0));
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gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0);
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}
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data/shaders/dynamicuniformbuffer/base.vert.spv
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data/shaders/dynamicuniformbuffer/base.vert.spv
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