Formalize builtin fullscreen shaders
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@@ -59,7 +59,7 @@ Mesh* CreateQuadMesh() {
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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const uint32_t indices[6] = { 0, 2, 1, 2, 3, 1 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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@@ -60,7 +60,7 @@ Mesh* CreateQuadMesh() {
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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const uint32_t indices[6] = { 0, 2, 1, 2, 3, 1 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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@@ -59,7 +59,7 @@ Mesh* CreateQuadMesh() {
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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const uint32_t indices[6] = { 0, 2, 1, 2, 3, 1 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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