所有vertex shader传入数据Vertex改名为Position
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@@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 FragmentTexCoord;
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@@ -11,6 +11,6 @@ layout(push_constant) uniform Consts {
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world;
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gl_Position=vec4(Position,0.0,1.0)*pc.local_to_world;
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FragmentTexCoord=TexCoord;
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}
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