Multiple changes to get a triangle working with hacky usage of descriptor heaps
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@@ -1,9 +1,10 @@
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#version 450
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#pragma shader_stage(fragment)
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#extension GL_EXT_descriptor_heap: require
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(0.f, 1.f, 0.f, 1.f);
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}
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}
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@@ -1,16 +1,12 @@
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#version 450
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#pragma shader_stage(vertex)
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in layout(location=0) vec2 position;
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#extension GL_EXT_descriptor_heap: require
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layout(set=0, binding=0) uniform data {
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layout(descriptor_heap) uniform data {
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vec4 positions[3];
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} vertexData;
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} vertexData[];
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void main() {
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// gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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// gl_Position = vec4(position, 0.0, 1.0);
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// gl_Position = vec4(inputData.positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = vertexData.positions[gl_VertexIndex];
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// gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = vertexData[0].positions[gl_VertexIndex];
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}
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