feat: bind transform uniform to location 0 in vertex shader for clarity
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@@ -3,7 +3,7 @@
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in layout(location=0) vec3 position;
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in layout(location=1) vec4 aColor;
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out vec4 vColor;
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uniform mat4 transform;
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layout(location = 0) uniform mat4 transform;
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void main() {
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gl_Position = transform * vec4(position, 1.0f);
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