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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 0) out vec3 outColor;
layout(push_constant) uniform PushConsts {
mat4 projection;
mat4 view;
};
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
//gl_Position = projection * vec4 ((view * vec4(inPos.xyz, 0.0)).xyz, 1);
gl_Position = projection * view * vec4(inPos.xyz, 1);
}
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