Initial pipeline work
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#version 450
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layout(set = 2, binding = 0) uniform sampler2D u_tex; // SDL_GPU fragment sampler slot 0
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layout(location = 0) in vec2 v_uv;
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = texture(u_tex, v_uv);
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}
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