vec2 bias;
};
-uniform ShadowMap
+layout(set=0) uniform ShadowMap
{
ShadowParameters shadows[max_lights];
mat4 shd_world_matrix[max_lights*4];
};
-uniform sampler2DShadow shadow_map;
+layout(set=0) uniform sampler2DShadow shadow_map;
layout(constant_id=auto) const bool use_shadow_map = false;