Implemented Depth Buffering
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+2
-5
@@ -6,7 +6,7 @@ layout(set = 0, 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 inTexCoord;
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@@ -14,10 +14,7 @@ layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main(){
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// gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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// fragColor = colors[gl_VertexIndex];
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// gl_Position = vec4(inPosition, 0.0, 1.0);
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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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fragTexCoord = inTexCoord;
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}
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