Moved shaders to new directory
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// Copyright 2020 Google LLC
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
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};
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VSOutput main(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.CascadeIndex = pushConsts.cascadeIndex;
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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