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1 layout(push_constant) uniform ObjectTransform
2 {
3         mat4 world_obj_matrix;
4         mat3 world_obj_normal_matrix;
5 };
6 layout(set=0) uniform CameraTransform
7 {
8         mat4 eye_world_matrix;
9         mat4 world_eye_matrix;
10         mat4 clip_eye_matrix;
11         mat4 eye_clip_matrix;
12 };
13
14 #pragma MSP stage(vertex)
15 layout(location=0) in vec4 vertex;
16 layout(location=1) in vec4 color;
17 layout(location=2) in vec3 normal;
18 layout(location=3) in vec3 tangent;
19 layout(location=4) in uvec4 group;
20 layout(location=5) in vec4 weight;
21 layout(location=6) in vec4 texcoord;
22 layout(location=7) in vec4 texcoord1;
23 layout(location=8) in vec4 texcoord2;
24 layout(location=9) in vec4 texcoord3;
25 layout(location=13) in vec4 instance_transform[3];