初始化内容
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#version 450
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layout(set = 0, binding = 0) uniform UniformBufferObject
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{
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mat4 viewProj;
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} ubo;
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layout (push_constant) uniform PushConstant
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{
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mat4 model;
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uint samplerIndex;
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} constant;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main()
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{
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gl_Position = ubo.viewProj * constant.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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}
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