Refactor UniformBuffers and DescriptorSets
- Refactor UniformBuffers to keep track of the uniforms it contains - Refactor DescriptorSets to initialize UniformsBuffers and keep track of all its bindings - DescriptorSets can now be created from the Pipeline - Add custom DescriptorSets to Renderer
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@@ -1,6 +1,6 @@
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in int inTexIndex;
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@@ -9,9 +9,15 @@ layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out int fragTexIndex;
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layout(set = 1, binding = 0) uniform SceneUniformBufferObject
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{
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mat4 projection;
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mat4 view;
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} ubo;
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void main()
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{
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gl_Position = vec4(inPosition, 1.0);
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gl_Position = ubo.projection * ubo.view * vec4(inPosition, 0.0, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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fragTexIndex = inTexIndex;
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