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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 norm;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 proj;
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mat4 view;
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} cam;
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layout( push_constant ) uniform constants
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{
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mat4 transform;
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} PushConstants;
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void main() {
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// vec3 bitangent = cross(norm, tangent.xyz) * tangent.w;
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// outTBN = mat3(tangent.xyz, bitangent, norm);
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//
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// outPos = pos.xyz * 0.05;
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// outNormal = norm.xyz;
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// outUV = uv;
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gl_Position = cam.proj * cam.view * PushConstants.transform * vec4(pos, 1.0);
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}
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