progress. But we still have to correctly send the vertex data.
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@@ -11,5 +11,5 @@ layout(location = 0) out vec4 out_color;
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void main() {
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// outColor = texture(texSamplers[nonuniformEXT(tex_id)], uv) * color;
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out_color = color;
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out_color = vec4(1);
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}
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@@ -9,8 +9,6 @@ struct Vertex {
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uint textureID;
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};
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layout(set = 0, binding = 0) uniform sampler2D globalTextures[];
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layout(std430, set = 0, binding = 1) readonly buffer VertexBuffer {
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Vertex vertices[];
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} vBuf;
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@@ -21,16 +19,6 @@ layout(location = 2) out flat uint tex_id;
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void main() {
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Vertex testVertices[6] = Vertex[](
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Vertex(vec2(-0.5, -0.5), vec2(0.0, 0.0), vec4(1.0, 0.0, 0.0, 1.0), 1.0, 0),
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Vertex(vec2( 0.5, -0.5), vec2(1.0, 0.0), vec4(0.0, 1.0, 0.0, 1.0), 1.0, 0),
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Vertex(vec2(-0.5, 0.5), vec2(0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), 1.0, 0),
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Vertex(vec2( 0.5, 0.5), vec2(1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 1.0, 0),
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Vertex(vec2(-0.5, 0.5), vec2(0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), 1.0, 0),
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Vertex(vec2( 0.5, -0.5), vec2(1.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), 1.0, 0)
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);
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Vertex v = vBuf.vertices[gl_VertexIndex];
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uv = v.uv;
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