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- Use vsg::Path for paths instead of strings
- Got rid of the redundant push constant
- Removed `using std` as that is not the convention in vsgExamples
- Changed the title so that it always display "vsgshadertoy"
// Do I need this when having a constant V,M, and P?
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vsg::PushConstantRanges pushConstantRanges{
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{VK_SHADER_STAGE_VERTEX_BIT, 0, 128} // projection, view, and model matrices, actual push constant calls automatically provided by the VSG's RecordTraversal
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};
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auto toyUniformDescriptor = vsg::DescriptorBuffer::create(toyUniform, 0, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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auto pipelineLayout = vsg::PipelineLayout::create(vsg::DescriptorSetLayouts{descriptorSetLayout}, pushConstantRanges);
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auto pipelineLayout = vsg::PipelineLayout::create(vsg::DescriptorSetLayouts{descriptorSetLayout}, vsg::PushConstantRanges {});
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auto graphicsPipeline = vsg::GraphicsPipeline::create(pipelineLayout, vsg::ShaderStages{vertexShader, fragmentShader}, pipelineStates);
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auto bindGraphicsPipeline = vsg::BindGraphicsPipeline::create(graphicsPipeline);
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@@ -254,11 +248,12 @@ int main(int argc, char** argv)
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