struct Vertex {
	vec4 pos;
};

layout (buffer_reference, std430) readonly buffer VertexBuffer {
	Vertex vertices[];
};

layout (set = 0, binding = 0) uniform GlobalUniforms {
	vec2 res;
} G;

layout (set = 0, binding = 1) uniform ShaderUniforms {
	float placeholder;
} S;

layout (rgba16f, set = 0, binding = 2) uniform image2D DrawImage;

layout (set = 0, binding = 3) uniform sampler SamplerNearest;

layout (set = 1, binding = 0) uniform texture2D Textures[];

layout (set = 2, binding = 0) uniform Material {
	float placeholder;
} Materials[];

layout (set = 3, binding = 0) uniform Mesh {
	VertexBuffer buf;
} Meshes[];

layout (push_constant) uniform Constants {
	float placeholder;
} PC;
