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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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@@ -1,15 +0,0 @@
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layout(location = 0) in vec3 v_vert;
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layout(location = 2) in vec2 v_coord;
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// position in the space of the cube shadow map being drawn (origin at the lamp), see shadowcube.geom
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out vec3 g_pos;
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out vec2 g_coord;
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#include <common>
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void main()
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{
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g_pos = (effective_modelview() * vec4(v_vert, 1.0f)).xyz;
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g_coord = v_coord;
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gl_Position = vec4(g_pos, 1.0f);
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}
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