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Expand Up @@ -11,7 +11,6 @@ Here are the types of objects we have now, as a quick recap:
* Dynamic rendering: the formats of the attachments that will be used during rendering

All of these combined fully define the functionality of the graphics pipeline, so we can now begin filling in the `VkGraphicsPipelineCreateInfo` structure at the end of the `createGraphicsPipeline` function.
But before the calls to `vkDestroyShaderModule` because these are still to be used during the creation.

[,c++]
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