Starting to refactor into mesh shading
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@@ -61,11 +61,21 @@ struct PointLight : ILightEnv
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}
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};
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layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
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ShaderBuffer<DirectionalLight> directionalLights;
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layout(set = INDEX_LIGHT_ENV, binding = 1, std430)
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ConstantBuffer<uint> numDirectionalLights;
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layout(set = INDEX_LIGHT_ENV, binding = 2, std430)
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ShaderBuffer<PointLight> pointLights;
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layout(set = INDEX_LIGHT_ENV, binding = 3, std430)
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ConstantBuffer<uint> numPointLights;
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struct LightEnv
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{
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StructuredBuffer<DirectionalLight> directionalLights;
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uint numDirectionalLights;
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StructureBuffer<PointLight> pointLights;
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uint numPointLights;
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};
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ParameterBlock<LightEnv> gLightEnv;
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//layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
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//ShaderBuffer<DirectionalLight> directionalLights;
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//layout(set = INDEX_LIGHT_ENV, binding = 1, std430)
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//ConstantBuffer<uint> numDirectionalLights;
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//layout(set = INDEX_LIGHT_ENV, binding = 2, std430)
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//ShaderBuffer<PointLight> pointLights;
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//layout(set = INDEX_LIGHT_ENV, binding = 3, std430)
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//ConstantBuffer<uint> numPointLights;
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