Replace MVP uniform buffer with push constants
UBO should be used for large data. MVP should be push constants, since it's a small amount of data updated every frame Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
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@@ -1,6 +1,6 @@
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#version 450
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layout(binding = 0) uniform UniformBufferObject {
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layout(push_constant) uniform pc {
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mat4 model;
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mat4 view;
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mat4 proj;
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@@ -16,7 +16,7 @@ struct InstanceData
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uint texture_id;
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};
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layout(binding = 1) uniform InstanceUniformBuffer {
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layout(binding = 0) uniform InstanceUniformBuffer {
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InstanceData instances[MAX_INSTANCES];
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};
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@@ -1,7 +1,7 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(set = 0, binding = 2) uniform sampler2D texSampler[];
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layout(set = 0, binding = 1) uniform sampler2D texSampler[];
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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