Screenshot and info on vulkan demo scene
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@ -95,6 +95,11 @@ Uses tessellation shaders to generate and displace geometry based on a displacem
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Renders the vertex normals of a complex mesh with the use of a geometry shader. The mesh is rendered solid first and the a geometry shader that generates lines from the face normals is used in the second pass.
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### Vulkan demo scene
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<img src="./screenshots/vulkan_scene.png" height="128px">
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More of a playground than an actual example. Renders multiple meshes with different shaders (and pipelines) including a background.
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## Dependencies
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*Note*: Not all demos require all of these
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screenshots/vulkan_scene.png
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screenshots/vulkan_scene.png
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