- 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) in vec4 color;
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layout (location = 1) in vec2 texCoord;
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layout(set = 2, binding = 0) uniform sampler2D Sampler;
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layout (location = 0) out vec4 outputColor;
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void main()
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{
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outputColor = color * texture(Sampler, texCoord);
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}
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