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https://github.com/Kbz-8/42_vox.git
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adding custom pipeline for water (what a journey to do so...)
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@@ -9,8 +9,8 @@ int main(int ac, char** av)
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{
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Scop::ScopEngine engine(ac, av, "Vox", 0, 0, GetExecutablePath().parent_path().parent_path() / "ScopEngine/Assets");
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Scop::Scene& splash_scene = SplashScreen();
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std::shared_ptr<Scop::Shader> shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Fragment.spv", Scop::ShaderType::Fragment, Scop::DefaultShaderLayout);
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std::shared_ptr<Scop::Shader> post_process_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/PostProcess.spv", Scop::ShaderType::Fragment, Scop::PostProcessShaderLayout);
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std::shared_ptr<Scop::Shader> shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/Fragment.spv", Scop::ShaderType::Fragment, Scop::DefaultShaderLayout);
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std::shared_ptr<Scop::Shader> post_process_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/PostProcess.spv", Scop::ShaderType::Fragment, Scop::PostProcessShaderLayout);
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Scop::SceneDescriptor main_scene_desc;
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main_scene_desc.fragment_shader = shader;
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