// ========================================== // ====== TODO: Research values here ======== // ========================================== struct Vertex { float uv_x; float uv_y; float x, y, z; }; struct GUIVertex { vec2 p0; vec2 p1; vec4 col; }; layout (set = 0, binding = 0) uniform GlobalUniform { vec2 res; } Globals; layout (set = 0, binding = 1) uniform ShaderOptions { float placeholder; } Options; layout (rgba16f, set = 0, binding = 2) uniform image2D image; layout (set = 1, binding = 0) uniform sampler2D Textures[]; layout (rgba8_snorm, set = 2, binding = 0) uniform image2D Images[]; layout (set = 3, binding = 0) uniform PBRMaterials { vec3 albedo; vec3 normal; float metallic; float roughness; float ao; } Materials[]; layout (std430, buffer_reference) readonly buffer VertexBuffer { Vertex vertices[]; }; layout (std430, buffer_reference) readonly buffer GUIVertexBuffer { GUIVertex vertices[]; }; layout (push_constant) uniform Constants { vec2 res; } PC;