added raymarching demo for testing
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@@ -6,11 +6,14 @@ layout(location=0) out vec2 vert_uv;
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layout(set=1, binding=0) uniform Uniforms
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{
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mat4 view_projection;
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mat4 view; // world to camera
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mat4 proj; // camera to screen
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mat4 proj_inv; // screen to camera
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vec3 cam_pos; // camera position
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};
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void main()
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{
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vert_uv = in_uv;
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gl_Position = view_projection * vec4(in_position, 1.0);
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gl_Position = vec4(in_position, 1.0);
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}
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