vec3 attenuation;
};
-uniform mat4 world_obj_matrix;
-uniform mat3 world_obj_normal_matrix;
-uniform CameraTransform
+layout(push_constant) uniform ObjectTransform
+{
+ mat4 world_obj_matrix;
+ mat3 world_obj_normal_matrix;
+};
+layout(set=0) uniform CameraTransform
{
mat4 eye_world_matrix;
mat4 world_eye_matrix;
};
const int max_lights = 6;
-uniform Lighting
+layout(set=0) uniform Lighting
{
LightSourceParameters light_sources[max_lights];
vec4 ambient_color;
layout(location=1) in vec4 color;
layout(location=2) in vec3 normal;
layout(location=3) in vec3 tangent;
-layout(location=4) in ivec4 group;
+layout(location=4) in uvec4 group;
layout(location=5) in vec4 weight;
layout(location=6) in vec4 texcoord;
layout(location=7) in vec4 texcoord1;