Some state stuff, some draw stuff, some QA map stuff
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#version 430
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in VertexData{
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vec3 Position;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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fragmentColor = vec4(0.5, 0.5, 0.5, 1.0);
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}
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@@ -0,0 +1,19 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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Output.Position = Position;
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}
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