-const int max_samples = 32;
+const int max_samples = 128;
-uniform CameraTransform
+layout(set=0) uniform CameraTransform
{
mat4 eye_world_matrix;
mat4 world_eye_matrix;
mat4 eye_clip_matrix;
};
-uniform sampler2D source;
-uniform sampler2D depth;
-uniform sampler2D occlusion;
-uniform sampler2D rotate;
-uniform AmbientOcclusionParams
+layout(set=2) uniform sampler2D source;
+layout(set=2) uniform sampler2D depth;
+layout(set=2) uniform sampler2D occlusion;
+layout(set=2) uniform sampler2D rotate;
+layout(set=2) uniform AmbientOcclusionParams
{
float darkness;
vec3 sample_points[max_samples];