Uniform buffers.
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@@ -1,11 +1,19 @@
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#version 450
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layout(location = 0) in vec2 inPosition;
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layout(binding = 0) uniform Uniforms {
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mat4 scene_from_model;
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mat4 projection_from_scene;
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} uniforms;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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void main() {
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gl_Position = vec4(inPosition, 0.0, 1.0);
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gl_Position =
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uniforms.projection_from_scene *
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uniforms.scene_from_model *
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vec4(inPosition, 1.0);
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fragColor = inColor;
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}
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