일단 완성
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@@ -1,7 +1,11 @@
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#version 450
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#include "common.glsl"
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layout(location = 0) in vec2 vertex_uv;
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layout(location = 0) out vec4 out_color;
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layout(set = 1, binding = 0) uniform sampler2D texture_sampler;
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void main() {
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out_color = vec4(1.0, 0.0, 0.5, 1.0);
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out_color = texture(texture_sampler, vertex_uv);
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}
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@@ -1,13 +1,16 @@
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#version 450
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#include "common.glsl"
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vec2 hardcoded_positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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layout(location = 0) in vec3 input_position;
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layout(location = 1) in vec2 input_uv;
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layout(location = 0) out vec2 vertex_uv;
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layout(push_constant) uniform Model {
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mat4 transformation;
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} model;
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void main() {
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vec2 current_Position = hardcoded_positions[gl_VertexIndex];
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gl_Position = vec4(current_Position, 0.0, 1.0);
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gl_Position = camera.projection * camera.view * model.transformation * vec4(input_position, 1.0);
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vertex_uv = input_uv;
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}
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@@ -1 +1,7 @@
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#extension GL_KHR_vulkan_glsl : enable
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#extension GL_KHR_vulkan_glsl : enable
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layout(set = 0, binding = 0) uniform UniformTransformations {
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mat4 view;
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mat4 projection;
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}
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camera;
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