[WIP] Alpha blending enabled
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@@ -7,7 +7,7 @@ layout(binding = 0) uniform UniformBufferObject {
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in vec3 instancePosition;
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@@ -15,7 +15,7 @@ layout(location = 4) in vec3 instanceRotation;
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layout(location = 5) in float instanceScale;
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layout(location = 6) in uint instanceTextureId;
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out uint outInstanceTextureId;
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