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//commandList.BindDescriptorSet2(data.globalSet, frameIndex); // TODO: Enable this with validation layers and find a way to print a better warning that this shader doesn't need this descriptorset
//commandList.BindDescriptorSet2(data.globalSet, frameIndex); // TODO: Enable this with validation layers and find a way to print a better warning that this shader doesn't need this descriptorset
//commandList.BindDescriptorSet2(data.globalSet, frameIndex); // TODO: Enable this with validation layers and find a way to print a better warning that this shader doesn't need this descriptorset
Copy file name to clipboardExpand all lines: Source/Shaders/Shaders/DescriptorSet/Model.inc.slang
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[[vk::binding(0, MODEL)]] StructuredBuffer<uint> _opaqueCulledInstanceLookupTable; // One uint per instance, contains instanceRefID of what survives culling, and thus can get reordered
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