Add Pipeline abstraction
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@@ -1,3 +0,0 @@
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glslc shader.vert -o vert.spv
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glslc shader.frag -o frag.spv
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pause
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@@ -1,10 +1,11 @@
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#version 450
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layout(binding = 0) uniform UniformBufferObject
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layout(set = 0, binding = 0) uniform SceneUniformBufferObject
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{
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mat4 model;
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mat4 view;
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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 vec2 inPosition;
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@@ -13,6 +14,6 @@ layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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void main() {
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition.x, 0.0, inPosition.y, 1.0);
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fragColor = inColor;
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}
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