- 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 vec2 in_position;
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layout (location = 1) in vec2 in_texCoord;
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layout (location = 2) in vec4 in_color;
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layout (set = 1, binding = 0) uniform ProjectionMatrixBuffer
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{
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mat4 projection_matrix;
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};
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layout (location = 0) out vec4 color;
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layout (location = 1) out vec2 texCoord;
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void main()
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{
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gl_Position = projection_matrix * vec4(in_position, 0, 1);
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color = in_color;
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texCoord = in_texCoord;
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}
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