init
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#version 450
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/* Copyright (c) 2022-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#extension GL_EXT_nonuniform_qualifier : require
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in int inTexIndex;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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}
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#version 450
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/* Copyright (c) 2022-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in int inTexIndex;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) flat out int outTexIndex;
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void main()
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{
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outUV = inUV;
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outTexIndex = inTexIndex;
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gl_Position = ubo.projection * ubo.view * vec4(inPos.xyz, 1.0);
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::binding(1, 0)]]
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Texture2D textures[] : register(t1, space0);
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[[vk::binding(1, 0)]]
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SamplerState samplers[] : register(s1, space0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return textures[NonUniformResourceIndex(input.TexIndex)].Sample(samplers[NonUniformResourceIndex(input.TexIndex)], input.UV);
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] int TexIndex : TEXCOORD1;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0, space0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UV = input.UV;
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output.TexIndex = input.TexIndex;
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output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::binding(1, 0)]]
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Sampler2D textures[] : register(t1, space0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
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};
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[shader("fragment")]
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float4 main(VSOutput input) : SV_TARGET
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{
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return textures[NonUniformResourceIndex(input.TexIndex)].Sample(input.UV);
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}
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@@ -0,0 +1,49 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] int TexIndex : TEXCOORD1;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0, space0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
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};
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[shader("vertex")]
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UV = input.UV;
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output.TexIndex = input.TexIndex;
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output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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