fix: alot of stuff changed. Mostly bugfixxes / architechture changes
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@@ -8,7 +8,8 @@ layout (set = 0, binding = 1) uniform sampler samplers[];
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#define NEAREST_SAMPLER_ID 0
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#define LINEAR_SAMPLER_ID 1
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#define SHADOW_SAMPLER_ID 2
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#define ANISOTROPIC_SAMPLER_ID 2
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#define SHADOW_SAMPLER_ID 3
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vec4 sampleTexture2DNearest(uint texID, vec2 uv) {
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return texture(nonuniformEXT(sampler2D(textures[texID], samplers[NEAREST_SAMPLER_ID])), uv);
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@@ -27,7 +27,7 @@ layout (push_constant) uniform constants
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uint numVertices;
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VertexBuffer inputBuffer;
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SkinningData skinningData;
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VertexBuffer outputBuffer;
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WritableVertexBuffer outputBuffer;
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} pcs;
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layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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@@ -16,4 +16,8 @@ layout (buffer_reference, std430) readonly buffer VertexBuffer {
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Vertex vertices[];
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};
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layout (buffer_reference, std430) buffer WritableVertexBuffer {
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Vertex vertices[];
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};
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#endif // VERTEX_GLSL
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