Geommetry shader and start of rotation&movement
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10 changed files with 240 additions and 26 deletions
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@ -1,2 +1,3 @@
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C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.vert -o shaders/vert.spv
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C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.frag -o shaders/frag.spv
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C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.frag -o shaders/frag.spv
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C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.geom -o shaders/geo.spv
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shaders/frag.spv
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shaders/frag.spv
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shaders/geo.spv
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shaders/geo.spv
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@ -7,5 +7,5 @@ layout(location = 0) out vec4 outColor;
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layout(binding = 1) uniform sampler2D texSampler;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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outColor = vec4(fragColor, 1); //texture(texSampler, fragTexCoord);
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}
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152
shaders/shader.geom
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152
shaders/shader.geom
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@ -0,0 +1,152 @@
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#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices=24) out;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 geoColor[];
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layout(location = 1) in vec2 geoTexCoord[];
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main () {
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mat4 geom_rotation = ubo.geom_rot;
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//back
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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//front
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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//up
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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//down
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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//left
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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//right
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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@ -2,6 +2,7 @@
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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} ubo;
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@ -11,11 +12,11 @@ layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 0) out vec3 geoColor;
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layout(location = 1) out vec2 geoTexCoord;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
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geoColor = inColor;
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geoTexCoord = inTexCoord;
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}
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BIN
shaders/vert.spv
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shaders/vert.spv
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