Compiling shaders to SPIR-V 1.5
WIP Vulkan Pipeline initialization
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@@ -38,8 +38,6 @@ layout (binding = 1) uniform sampler2D diffuseTexture;
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layout (location = 0) in vec2 textureCoordinate;
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layout (location = 0) out vec4 colorOut;
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in mediump vec2 texCoord;
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void main() {
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colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material.alpha;
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colorOut = vec4(vec3(texture(diffuseTexture, textureCoordinate)), 1.0) * material.alpha;
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}
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