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#version 450
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layout(location = 0) out vec4 o_Target;
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layout(set = 1, binding = 0) uniform CustomMaterial {
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vec4 Color;
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};
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void main() {
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o_Target = Color;
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}
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 View;
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mat4 InverseView;
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mat4 Projection;
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vec3 WorldPosition;
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float near;
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float far;
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float width;
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float height;
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};
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layout(set = 2, binding = 0) uniform Mesh {
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mat4 Model;
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mat4 InverseTransposeModel;
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uint flags;
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};
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void main() {
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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