Default cameras
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+4
-2
@@ -6,6 +6,8 @@ layout(location = 2) in vec2 inUV;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 projection;
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} ubo;
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layout(location = 0) out vec3 fragColor;
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@@ -23,6 +25,6 @@ vec3 colors[3] = vec3[] (
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);
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void main() {
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gl_Position = ubo.model * vec4(inPosition, 1.0);
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fragColor = inNormal;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = clamp(inNormal, vec3(0.0), vec3(1.0));
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}
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