Refactor ShaderBuffer
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@@ -21,14 +21,14 @@ layout(set = INDEX_VIEW_PARAMS, binding = 2)
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Texture2D depthTextureVS;
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layout(set = INDEX_VIEW_PARAMS, binding = 3)
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globallycoherent RWStructuredBuffer<uint> oLightIndexCounter;
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globallycoherent RWShaderBuffer<uint> oLightIndexCounter;
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layout(set = INDEX_VIEW_PARAMS, binding = 4)
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globallycoherent RWStructuredBuffer<uint> tLightIndexCounter;
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globallycoherent RWShaderBuffer<uint> tLightIndexCounter;
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layout(set = INDEX_VIEW_PARAMS, binding = 5)
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RWStructuredBuffer<uint> oLightIndexList;
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RWShaderBuffer<uint> oLightIndexList;
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layout(set = INDEX_VIEW_PARAMS, binding = 6)
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RWStructuredBuffer<uint> tLightIndexList;
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RWShaderBuffer<uint> tLightIndexList;
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layout(set = INDEX_VIEW_PARAMS, binding = 7)
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RWTexture2D<uint2> oLightGrid;
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@@ -36,7 +36,7 @@ layout(set = INDEX_VIEW_PARAMS, binding = 8)
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RWTexture2D<uint2> tLightGrid;
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layout(set = INDEX_VIEW_PARAMS, binding = 9)
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StructuredBuffer<Frustum> frustums;
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ShaderBuffer<Frustum> frustums;
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// Debug
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//layout(set = INDEX_VIEW_PARAMS, binding = 10)
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