- Added resource manager
- Shader building now inspects the spir-v for descriptor sets and writes the info to the output binary
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#version 450
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layout(location = 0) out vec2 outTexCoord;
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void main()
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{
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outTexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outTexCoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0);
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}
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