#include layout(set = 0, binding = 0) uniform readonly Uniforms { vec3 SunDir; float Padding1; vec3 SunColor; float SunIntensity; }; layout(set = 0, binding = 1) buffer readonly SurfaceIndexBuffer { uint surfaceIndices[]; }; layout(set = 0, binding = 2) buffer readonly SurfaceBuffer { SurfaceInfo surfaces[]; }; layout(set = 0, binding = 3) buffer readonly LightBuffer { LightInfo lights[]; }; layout(set = 0, binding = 4) buffer readonly LightIndexBuffer { int lightIndexes[]; }; layout(set = 0, binding = 5) buffer readonly PortalBuffer { PortalInfo portals[]; }; layout(std430, set = 0, binding = 6) buffer readonly ConstantsBuffer { LightmapRaytracePC constants[]; };