Add Offscreen Framebuffer support
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@@ -2,10 +2,10 @@
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layout(set = 0, binding = 0) uniform SceneUniformBufferObject
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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@@ -18,9 +18,9 @@ layout(location = 2) out vec3 fragPosition;
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layout(location = 3) out vec3 fragLightPos;
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void main() {
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
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fragLightPos = ubo.lightPos;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
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fragLightPos = ubo.lightPos;
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}
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