implement custom uniforms for material shaders
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13 changed files with 406 additions and 299 deletions
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@ -101,6 +101,7 @@ protected:
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bool mDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkPipelineKey mPipelineKey = {};
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UniformStructHolder mUniforms;
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VkRenderPassSetup* mPassSetup = nullptr;
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int mClearTargets = 0;
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bool mNeedApply = true;
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