Finished depth buffer
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@@ -1,9 +1,13 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTextureCoordinates;
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layout(location = 0) out vec4 outColor;
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layout(binding = 1) uniform sampler2D textureSampler;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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outColor = texture(textureSampler, fragTextureCoordinates);
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}
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