Moved shaders to new directory
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shaders/glsl/occlusionquery/simple.vert
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shaders/glsl/occlusionquery/simple.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 color;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outColor;
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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}
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