Remove remaining camerapos bindings (#1708)
Fixes #1706 @JeanMertz already solved it. I just ran all examples and tests.
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42924d2227
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@ -321,7 +321,6 @@ mod tests {
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layout(location = 0) out vec4 v_Position;
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layout(location = 0) out vec4 v_Position;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 1, binding = 0) uniform texture2D Texture;
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layout(set = 1, binding = 0) uniform texture2D Texture;
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@ -379,10 +378,7 @@ mod tests {
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name: "CameraViewProj".into(),
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name: "CameraViewProj".into(),
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bind_type: BindType::Uniform {
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bind_type: BindType::Uniform {
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has_dynamic_offset: false,
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has_dynamic_offset: false,
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property: UniformProperty::Struct(vec![
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property: UniformProperty::Struct(vec![UniformProperty::Mat4]),
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UniformProperty::Mat4,
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UniformProperty::Vec4
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]),
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},
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},
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shader_stage: BindingShaderStage::VERTEX,
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shader_stage: BindingShaderStage::VERTEX,
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}]
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}]
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@ -4,7 +4,6 @@ layout(location = 0) in vec3 Vertex_Position;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 1, binding = 0) uniform Transform {
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layout(set = 1, binding = 0) uniform Transform {
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@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 2, binding = 0) uniform Transform {
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layout(set = 2, binding = 0) uniform Transform {
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@ -9,7 +9,6 @@ layout(location = 1) out vec4 v_Color;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
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// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
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@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 1, binding = 0) uniform Transform {
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layout(set = 1, binding = 0) uniform Transform {
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@ -31,7 +31,6 @@ const VERTEX_SHADER: &str = r#"
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 0) in vec3 Vertex_Position;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 1, binding = 0) uniform Transform {
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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mat4 Model;
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@ -39,7 +39,6 @@ const VERTEX_SHADER: &str = r#"
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 0) in vec3 Vertex_Position;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 ViewProj;
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vec4 CameraPos;
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};
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};
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layout(set = 1, binding = 0) uniform Transform {
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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mat4 Model;
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