初始化内容
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#version 450
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layout(binding = 0) uniform UniformBufferObject
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{
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mat4 viewProj;
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} ubo;
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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 = 0) out vec4 fragColor;
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void main()
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{
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gl_PointSize = 1.0;
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gl_Position = ubo.viewProj * vec4(inPosition, 1.0);
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fragColor = inColor;
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}
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