Push parameters into shaders
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6abc793708
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5 changed files with 129 additions and 22 deletions
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@ -1,9 +1,15 @@
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#version 450
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 color;
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const int MAX_ITER = 1000;
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const float SIZE = 0.01;
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layout (set = 0, binding = 0) uniform Parameters {
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int max_iter;
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float size;
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float time;
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float factor;
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} parameters;
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float hue_to_rgb(float p, float q, float t) {
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if (t < 0.0) {
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@ -57,7 +63,7 @@ void mandelbrot_iter(float px, float py, out float ox, out int iter) {
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float yy = 0.0;
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float xy = 0.0;
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for (int i = 0; i < MAX_ITER; i++) {
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for (int i = 0; i < parameters.max_iter; i++) {
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xx = x * x;
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yy = y * y;
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xy = x * y;
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@ -74,14 +80,14 @@ void mandelbrot_iter(float px, float py, out float ox, out int iter) {
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}
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ox = xx + yy;
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iter = MAX_ITER;
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iter = parameters.max_iter;
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}
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vec3 paint(float nx, float ny) {
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float r;
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int n;
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mandelbrot_iter(SIZE * nx, SIZE * ny, r, n);
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mandelbrot_iter(parameters.size * nx, parameters.size * ny, r, n);
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if (r > 4.0) {
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return hsl_to_rgb(float(n) / 800.0 * r, 1.0, 0.5);
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@ -90,6 +96,43 @@ vec3 paint(float nx, float ny) {
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}
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}
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// void main() {
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// color = vec4(paint(gl_FragCoord.x, gl_FragCoord.y), 1.0);
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// }
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void main() {
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color = vec4(paint(gl_FragCoord.x, gl_FragCoord.y), 1.0);
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vec2 tc = vec2(in_uv.x) * parameters.time * parameters.factor;
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float x0 = (tc.x * 3 - 2);
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float y0 = (tc.y * 2 - 1);
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float x = 0;
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float y = 0;
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int iteration = 0;
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while ((x * x + y * y <= 4) && (iteration < parameters.max_iter))
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{
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float xtemp = x * x - y * y + x0;
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y = 2 * x * y + y0;
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x = xtemp;
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iteration += 1;
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}
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if (iteration == parameters.max_iter)
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{
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// Hier wird der Farbwert für das Innere der Mandelbrotmenge gesetzt
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color = vec4(0, 0, 0, 1);
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}
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else
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{
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// Hier kann eine beliebige Farbwahl stattfinden(z.B. mit einer Farbtabelle).
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// als Index verwendet man die Variable "iteration", die einen Wert zwischen 1 und parameters.max_iter hat.
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x = sin(float(iteration));
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color = vec4(x, x, x, 1);
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}
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}
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@ -2,13 +2,29 @@ use std::{mem, sync::Arc};
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use context::{prelude::*, ContextObject};
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#[derive(Debug, Clone)]
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struct ShaderInfo {
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max_iter: i32,
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size: f32,
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time: f32,
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factor: f32,
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}
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#[derive(Clone)]
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struct Vertex {
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position: [f32; 2],
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uv: [f32; 2],
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}
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pub struct Fractal {
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context: Arc<Context>,
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descriptor_set: Arc<DescriptorSet>,
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pipeline: Arc<Pipeline>,
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render_target: RenderTarget,
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vertex_buffer: Arc<Buffer<[f32; 2]>>,
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vertex_buffer: Arc<Buffer<Vertex>>,
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descriptor_buffer: Arc<Buffer<ShaderInfo>>,
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}
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impl Fractal {
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@ -55,14 +71,22 @@ impl Fractal {
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vec![VkVertexInputBindingDescription {
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binding: 0,
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inputRate: VK_VERTEX_INPUT_RATE_VERTEX,
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stride: mem::size_of::<[f32; 2]>() as u32,
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}],
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vec![VkVertexInputAttributeDescription {
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location: 0,
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binding: 0,
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format: VK_FORMAT_R32G32_SFLOAT,
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offset: 0,
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stride: mem::size_of::<Vertex>() as u32,
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}],
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vec![
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VkVertexInputAttributeDescription {
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location: 0,
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binding: 0,
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format: VK_FORMAT_R32G32_SFLOAT,
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offset: 0,
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},
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VkVertexInputAttributeDescription {
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location: 1,
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binding: 0,
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format: VK_FORMAT_R32G32_SFLOAT,
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offset: 8,
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},
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],
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)
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.set_fragment_shader(ShaderModule::from_slice(
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context.device().clone(),
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@ -99,17 +123,48 @@ impl Fractal {
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let vertex_buffer = Buffer::builder()
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.set_data(&[
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[-1.0, -1.0],
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[1.0, -1.0],
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[1.0, 1.0],
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[1.0, 1.0],
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[-1.0, 1.0],
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[-1.0, -1.0],
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Vertex {
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position: [-1.0, -1.0],
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uv: [0.0, 0.0],
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},
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Vertex {
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position: [1.0, -1.0],
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uv: [1.0, 0.0],
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},
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Vertex {
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position: [1.0, 1.0],
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uv: [1.0, 1.0],
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},
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Vertex {
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position: [1.0, 1.0],
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uv: [1.0, 1.0],
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},
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Vertex {
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position: [-1.0, 1.0],
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uv: [0.0, 1.0],
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},
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Vertex {
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position: [-1.0, -1.0],
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uv: [0.0, 0.0],
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},
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])
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
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.build(context.device().clone())?;
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let shader_info = Buffer::builder()
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.set_data(&[ShaderInfo {
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max_iter: 1000,
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size: 0.001,
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time: 0.0,
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factor: 1.0,
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}])
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
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.build(context.device().clone())?;
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descriptor_set.update(&[DescriptorWrite::uniform_buffers(0, &[&shader_info])])?;
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Ok(Arc::new(Self {
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context: context.clone(),
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@ -117,6 +172,7 @@ impl Fractal {
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pipeline,
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render_target,
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vertex_buffer,
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descriptor_buffer: shader_info,
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}))
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}
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}
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@ -127,6 +183,10 @@ impl ContextObject for Fractal {
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}
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fn update(&self) -> VerboseResult<()> {
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let mut mapping = self.descriptor_buffer.map_complete()?;
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mapping[0].time = self.context.time().as_secs_f32();
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Ok(())
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}
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@ -1,7 +1,11 @@
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#version 450
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layout (location = 0) in vec2 position;
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layout (location = 0) in vec2 in_position;
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layout (location = 1) in vec2 in_uv;
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layout (location = 0) out vec2 out_uv;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = vec4(in_position, 0.0, 1.0);
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out_uv = in_uv;
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}
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