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Add shader code listings
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03_Drawing_a_triangle/00_Setup/00_Base_code.md

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@@ -319,4 +319,4 @@ When you run the program now you should see a window titled `Vulkan` show up
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until the application is terminated by closing the window. Now that we have the
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skeleton for the Vulkan application, let's [create the first Vulkan object](!Drawing_a_triangle/Setup/Instance)!
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03_Drawing_a_triangle/00_Setup/01_Instance.md

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Before continuing with the more complex steps after instance creation, it's time
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to evaluate our debugging options by checking out [validation layers](!Drawing_a_triangle/Setup/Validation_layers).
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03_Drawing_a_triangle/00_Setup/02_Validation_layers.md

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how important it is to know exactly what you're doing with Vulkan. Now it's time
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to look at [Vulkan devices in the system](!Drawing_a_triangle/Setup/Physical_devices_and_queue_families).
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03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.md

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step is to [create a logical device](!Drawing_a_triangle/Setup/Logical_device_and_queues)
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to interface with it.
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03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.md

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graphics card to do things! In the next few chapters we'll set up the resources
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to present results to the window system.
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03_Drawing_a_triangle/01_Presentation/00_Window_surface.md

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the same value now. In the next chapter we're going to look at swap chains and
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how they give us the ability to present images to the surface.
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03_Drawing_a_triangle/01_Presentation/01_Swap_chain.md

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window. The next two chapters will cover how we can set up the images as render
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targets and then we start looking into the actual drawing commands!
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[C++ code](/code/swap_chain_creation.cpp) /

03_Drawing_a_triangle/01_Presentation/02_Image_views.md

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of indirection, known as a framebuffer. But first we'll have to set up the
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graphics pipeline.
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[C++ code](/code/image_views.cpp) /

03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.md

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}
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```
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[C++ code](/code/graphics_pipeline.cpp) /

03_Drawing_a_triangle/02_Graphics_pipeline_basics/01_Shader_modules.md

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That's all there is to describing the programmable stages of the pipeline. In
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the next chapter we'll look at the fixed-function stages.
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[Full code listing](/code/shader_modules.cpp)
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[C++ code](/code/shader_modules.cpp) /
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[Vertex shader](/code/shader_base.vert) /
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[Fragment shader](/code/shader_base.frag)

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