Normalize builtin forward shader bindings
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@@ -4,7 +4,7 @@ layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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