Finished depth buffer
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@@ -6,12 +6,15 @@ layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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} ubo;
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layout(location = 0) in vec2 inPosition;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTextureCoordinates;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTextureCoordinates;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTextureCoordinates = inTextureCoordinates;
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}
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