mat4 world_obj_matrix;
mat3 world_obj_normal_matrix;
};
-uniform CameraTransform
+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;