- 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 vec3 inPos;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 2) in vec4 inColor;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec4 outColor;
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layout(set = 1, binding = 0) uniform UBO
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{
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mat4 ViewProjection;
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} ubo;
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void main()
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{
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gl_Position = ubo.ViewProjection * vec4(inPos, 1.0);
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outTexCoord = inTexCoord;
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outColor = inColor;
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}
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