Added shader compilation to cmake
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@@ -430,13 +430,13 @@ void Vulkan::createGraphicsPipeline(){
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std::vector<char> vertShaderCode;
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std::vector<char> fragShaderCode;
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try{
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vertShaderCode = readFile("shaders/vert.spv");
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fragShaderCode = readFile("shaders/frag.spv");
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vertShaderCode = readFile("shaders/shader.vert.spv");
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fragShaderCode = readFile("shaders/shader.frag.spv");
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}
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catch(std::exception e){
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std::cout << "Failed to read ./shaders/...\nTrying fallback folders!\n";
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vertShaderCode = readFile("../shaders/vert.spv");
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fragShaderCode = readFile("../shaders/frag.spv");
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vertShaderCode = readFile("../shaders/shader.vert.spv");
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fragShaderCode = readFile("../shaders/shader.frag.spv");
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}
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VkShaderModule vertShaderModule = createShaderModule(vertShaderCode);
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@@ -687,7 +687,7 @@ void Vulkan::recordCommandBuffer(VkCommandBuffer commandBuffer, uint32_t imageIn
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renderPassInfo.renderArea.offset = { 0, 0 };
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renderPassInfo.renderArea.extent = swapChainExtent;
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VkClearValue clearColor = {{{0.0f, 0.0f, 0.0f, 1.0f}}}; // Background color after clear (Black 100%)
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VkClearValue clearColor = {{{0.01f, 0.01f, 0.01f, 1.0f}}}; // Background color after clear (Black 100%)
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renderPassInfo.clearValueCount = 1;
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renderPassInfo.pClearValues = &clearColor;
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